System, method and handheld controller for multi-player gaming

ABSTRACT

Embodiments of the invention relate to systems and methods for multi-player gaming. Some embodiments relate to systems having an improved communications infrastructure and improved handheld game controllers, while other embodiments relate to improvements in handling large numbers of players in the multi-player game when played in a game arena with a single large display screen showing the multi-player game images. In one particular embodiment, a system is provided that has a game server controlling a display system to display the multi-player game on the large screen and a plurality of game controllers. Each game controller has a secondary display means for providing a secondary game display and input means for receiving player input. The system further comprises communication mans for enabling communication between the game server and each of the plurality of game controllers. The plurality of game controllers are located in proximity to the large display screen such that it is visible to game players manipulating the game controllers while playing the multi-player game.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/161,197, filed Jan. 22, 2014, which is a continuation of U.S. patentapplication Ser. No. 12/638,813, filed Dec. 15, 2009, which is acontinuation of U.S. patent application Ser. No. 11/232,199, filed Sep.21, 2005 and claims priority from U.S. Provisional Patent ApplicationSer. No. 60/611,945, filed Sep. 21, 2004, and U.S. Provisional PatentApplication Ser. No. 60/697,037, filed Jul. 6, 2005, the entire contentsof all of which are hereby incorporated by reference.

FIELD OF THE INVENTION

The invention relates to systems, methods and apparatus for multi-playergaming. In particular, the multi-player gaming involves a common displayvisible to multiple players while each of a plurality of gamecontrollers is controlled by a respective player associated with aparticular game character.

BACKGROUND OF THE INVENTION

In a multi-player game environment where a large number of users canplay an interactive action-based game on a single large display screen,such as that which may be found in a cinema, for example, it may bedifficult for one of a large number of players to identify his or heronscreen character (or avatar) amongst all of the characters of theother players on the screen. This difficulty would be increased if thegame characters chosen by the various players look similar to eachother.

If a player is not easily (or readily) able to identify his or her gamecharacter on the large screen, the player's enjoyment of, and thusincentive to play, the game may be diminished.

A further problem in such a multi-player game environment arises inrelation to receiving game input commands from all of the large numberof players. In an existing cinema or other large arena, for example, itmay not always be cost-effective or practical to provide cabling orwiring to a large number of player input terminals for receiving theplayer input commands.

It is desired to address or ameliorate one or more shortcomings ofexisting multi-player gaming systems, or to at least provide a usefulalternative to the prior art.

SUMMARY OF THE INVENTION

Aspects of the invention relate to systems and methods for multi-playergaming. Some aspects relate to systems having an improved communicationsinfrastructure and improved handheld game controllers, while otheraspects relate to improvements in handling large numbers of players inthe multi-player game, for example, by enabling easy identification of aplayer's onscreen character (or avatar) or by providing a pre-gameactivity on the handheld game controller prior to allowing a player tojoin the multi-player game. Yet other aspects relate to methods ofmulti-player gaming and player registration for a multi-player game.

In one aspect, the invention relates to a multi-player game systemcomprising:

a game server configured to provide display signals for displaying amulti-player game;

a display system having primary display means, the display system beingconfigured to provide a primary game display of the multi-player game onthe primary display means in response to the display signals;

a plurality of game controllers, each game controller having secondarydisplay means for providing a secondary game display and input means forreceiving player input; and

communication means for enabling communication between the game serverand each of the plurality of game controllers;

wherein the plurality of game controllers are located in proximity tothe primary display means such that the primary display means is visibleto game players manipulating respective game controllers.

The secondary game display may relate to, but be different from themulti-player game or it may relate to another game or activity, eitherindependent of the multi-player game or as a pre-cursor or preludethereof. In one preferred embodiment, the secondary game display maydisplay a single-player game directly related to the multi-player game.

The primary display means preferably includes a large display screen,for example of a size which is used in cinemas. The large display screenmay be a projection screen, in which case the display system includes aprojector to project an image of the multi-player game on the displayscreen. The display system may use projection equipment which isnormally used for projecting films if that equipment is configured toproject digital images.

The game controllers are preferably small handheld computing deviceswith wireless transmitter means for communicating with the game server.Alternatively, the handheld computing devices may be in wiredcommunication with the game server over a network, such as an Ethernet.

In one embodiment, each handheld computing device receives power from anexternal source, such as an externally mounted battery pack. Thehandheld computing devices are preferably each connected to an arm of aseat or to another fixed structure in the game arena.

The battery pack is preferably removably mounted to the seat arm orother fixed structure, while the handheld computing device is connectedto the seat arm or other structure by means of a tether. The tethercomprises a movable connection means for allowing the handheld computingdevice to move relative to the seat arm or other structure and houses apower cable for supplying power to the handheld computing device fromthe battery pack. The tether may comprise a rigid connecting arm or maycomprise a flexible retractable cable.

The game arena may be in an enclosed theatre, such as a movie theatre,or it may be another kind of venue, such as an outside amphitheatre,convention hall, meeting room or other suitably large place that has asuitable display system and communications infrastructure enablingcommunication between the game controllers and the game server.

The game arena preferably has a large number of seats (for example, inthe order of fifty to a few hundred seats) facing the display screen sothat the players can face the display screen and hold the secondarydisplay of the game controller within view, while seated in the seats inthe game arena.

The game system preferably supports up to a few hundred game controllersso that, in a game arena having a potential occupancy of a few hundredpeople, almost every person may participate in the multi-player game, ifdesired or allowed. In such an environment, it would be appreciatedthat, if each of a few hundred players controls a corresponding gamecharacter or avatar on the primary display, it may be difficult for eachplayer to identify his or her corresponding game character or avataramong the many displayed, without some means of assisting the player toidentify or locate his or her game character or avatar or some means oflimiting the number of avatars on the primary display.

In a preferred environment, the display screen and game controllers arelocated in a game arena so that players can control their gamecharacters or avatars on the large display screen by manipulating thegame controller held in front of them. In this way, a player can easilyswitch his or her gaze from the large screen to the secondary display onthe game controller and back again. In one embodiment, the secondarydisplay may provide a simplified representation of the game environment,showing the player's game character or avatar within that environment.Thus, the secondary display enables each player to easily locate his orher game character within the displayed game environment.

Each game controller preferably comprises player input means. The playerinput means preferably comprises at least a joystick, action buttons anda location button for triggering a character location function. Thedisplay screen of the game controller is preferably formed as a touchscreen, by which the user can provide input by touching portions of thedisplay screen. The game controller may also have a card reader, forexample in the form of a smart card slot or magnetic strip reader, forauthenticating a player for participation in the game.

The game controller preferably also contains means for providing asensory output to the player, for example including a vibration moduleand an audio output (speaker) for providing vibratory and auditoryoutput, respectively. The display screen of the game controller may alsobe used to provide a sensory (visual) output to the player,corresponding to the vibratory or auditory output.

The communication means preferably includes a communication controllerin communication with the game server over a high-speed interface andhaving a wireless transmitter and at least one wireless receiver. Eachgame controller also has a wireless transceiver module, forming part ofthe communication means, to receive signals from the wirelesstransmitter and transmit signals back to the game server via the atleast one wireless receiver. In order to enable effective communicationbetween the game controllers and the game server, the wirelesstransmitter and wireless receivers are located within the game arena.The game server and communication controller need not be located in thegame arena.

The transmitter is preferably located on a ceiling or upper sidewallportion of the game arena, generally toward the display screen.Preferably, the transmitter is directionally oriented to transmitcommunication signals to the game controllers in a direction generallyaway from the display screen.

The game arena preferably has several receivers located in a spacedconfiguration around the game arena. The receivers are preferablylocated generally away from the display screen, on the ceiling or sideor rear walls of the game arena.

In another aspect of the invention, there is provided a multi-playergame system comprising:

a game server configured to provide display signals for displaying amulti-player game wherein players are represented in the multi-playergame by respective avatars;

a display system having visual display means for displaying themulti-player game in response to the display signals;

a plurality of game controllers in communication with the game server,each game controller having input means for receiving game commands froma respective player in relation to the multi-player game and outputmeans for providing a sensory output to the respective player;

wherein the input means includes means for receiving an avataridentification request and each game controller is configured totransmit a communication signal corresponding to the avataridentification request to the game server, which in response theretocauses an enhanced visual indication of the respective avatar to beprovided on the visual display means substantially simultaneously withthe sensory output to the respective player.

A related aspect of the invention provides a method of avataridentification in a multi-player game, comprising:

providing a display of a multi-player game, the display comprising aplurality of avatars;

providing a plurality of game controllers in communication with a gameserver, each game controller being configured to transmit command datato the game server to control one of the avatars in the multi-playergame;

receiving at the game server command data corresponding to an avataridentification request of the avatar corresponding to one of theplurality of game controllers;

displaying an enhanced visual representation of the avatar on thedisplay in response to the avatar identification request; and

providing a sensory output from the one game controller to a playermanipulating the one game controller substantially simultaneously withthe display of the enhanced visual representation.

The sensory output may be one or more of auditory, vibratory or visualoutput. In order to provide such sensory output, each of the gamecontrollers preferably comprises a speaker, vibration generator anddisplay screen. Preferably the sensory output of each game controllercomprises a unique output sequence or pattern.

A further aspect of the invention relates to a an entertainment systemcomprising:

a game server configured to process a multi-player game and providedisplay signals for displaying the multi-player game;

a display system having primary display means for providing a primarydisplay of the multi-player game in response to the display signals;

a plurality of game controllers, each game controller having processingmeans, secondary display means for providing a secondary display, andplayer input means; and

communication means for enabling communication between the game serverand the game controllers;

wherein the processing means of each game controller is configured tooperate in a multi-player game mode, in which a player manipulating theplayer input means of the game controller controls an avatar on theprimary display and the secondary display means provides a displayrelated to play of the multi-player game, or to operate in a singleplayer activity mode, in which the player conducts a single-playeractivity on the game controller and the secondary display means providesa display of the single player activity.

In one embodiment, the single-player activity is a single-player gamedirectly related to the multi-player game. Alternatively, thesingle-player activity may be a game unrelated to the multi-player gameor it may be an activity other than a game, such as browsing Internet orintranet sites. In one embodiment, the single player activity may be apre-qualification game for enabling the player to qualify forparticipation in the multi-player game.

Preferably, the visual display means and game controllers are located ina game arena, as described above in relation to the first mentionedaspect. Preferably, the game controllers communicate with the gameserver via communication means at least partly disposed within the gamearena. Such communication means preferably includes wirelesstransceivers in the game controllers and a wireless transmitter and atleast one wireless receiver in communication with the game server.

In a further aspect, there is provided a multi-player game systemcomprising:

a game server configured to provide display signals for displaying amulti-player game; and

a game arena comprising:

-   -   a display system having visual display means for displaying the        multi-player game in response to the display signals;    -   a wireless transmitter in communication with the game server for        transmitting game data signals within the game arena;    -   a plurality of game controllers adapted to receive the game data        signals from the wireless transmitter and to transmit command        data signals corresponding to player input commands; and    -   at least one wireless receiver in communication with the game        server for receiving the command data signals from the plurality        of game controllers and communicating the command data signals        to the game server;

wherein the wireless transmitter is disposed in an upper part of thegame arena and a transmission direction of the game data signals fromthe wireless transmitter is generally toward the game controllers; and

wherein the at least one wireless receiver is disposed in the game arenagenerally away from the wireless transmitter.

A related aspect of the invention provides a multi-arena game systemcomprising a plurality of multi-player game systems as described above.

The plurality of game controllers may each have a display screen andplayer input means, such as a joystick, action or command buttons and atouch screen. The receipt of game data and transmission of commands datais performed by a wireless transceiver in each game controller. Eachgame controller may also have a vibration module and speaker forproviding vibratory and auditory output to the player during the game.This sensory output may be augmented by the display screen on each gamecontroller.

The display screen on each game controller may be used to provide asecondary display of the multi-player game or to provide gameinformation, such as player statistics, relating to the multi-playergame. Alternatively, the secondary screen on each game controller may beused to perform an activity either unrelated to the multi-player game orindirectly related, for example such as a qualification or preparationactivity for joining the multi-player game.

In a still further aspect, there is provided a handheld game controllerfor a multi-player game, comprising:

a display screen for displaying a first display related to themulti-player game;

player input means for receiving game control input from a player of themulti-player game in relation to a corresponding avatar of themulti-player game;

processor means for processing the game control input to generate firstgame signals and for generating the first display based at least in parton received second game signals; and

a transceiver for transmitting the first game signals to a game serverfacilitating the multi-player game to allow the game server to generatea second display of the multi-player game based in part on the firstgame signals and for receiving the second game signals from the gameserver;

wherein the second display includes the avatar and player input means isuseable by the player to control the avatar within the multi-playergame.

Preferably, the player input means comprises a joystick, action buttons,command buttons and a touch screen. The handheld game controller mayalso comprise a card reader for reading a smart card or magnetic stripcard for the purpose of receiving payment from a player of themulti-player game. Preferably, the handheld game controller alsocomprises a vibration module and a speaker for generating vibrations andsounds, respectively.

Preferably, the handheld game controller may be operated in a lateral orlongitudinal orientation and the display screen has a correspondinglateral or longitudinal visual orientation in such modes.

The transceiver is preferably a wireless transceiver. Advantageously,providing a wireless communications infrastructure between the gameserver and the handheld game controllers obviates the need for providinga dedicated, wired connection between each handheld game controller andthe game server, which results in time and cost savings in installingthe multi-player game system and provides for greater simplicity andelegance of design.

Advantageously, providing a screen on the handheld game controllerallows for greater variation in operation of the multi-player game, asthe player can experience the multi-player game on the small screen ofthe handheld game controller as well as on the large display screen ofthe game arena. Further, the display screen of the handheld gamecontroller serves as a user interface to the multi-player game system,enabling the player to make selections and provide input in response tooptions or instructions provided on the game controller screen. Further,the display screen of the handheld game controller may be used byplayers not directly participating in the multi-player game, to eitherundertake a pre-game activity or partake in an activity not related tothe multi-player game, such as an independent single player game orbrowsing content provided by a network to which the game server isconnected. Further, the display screen of the handheld game controllermay be used to assist the player in locating his or her game avatarwithin the multi-player game environment displayed on the large displayscreen.

Advantageously, the handheld game controllers are equipped with sensoryoutput means such as vibratory and auditory output means, for providinga sensory output to the player synchronously with providing an enhancedvisual indication of the player's avatar on the large display screen andthereby allowing the player to more easily identify the player's avatar.The multi-player game system also enables new methods of multi-playergaming and player registration.

In a further aspect, the invention relates to a method of playerregistration for playing a multi-player game. Player registration isinitiated by each prospective player of the multi-player game byinputting a payment authorization code, which may be an account code,into a handheld game controller. The payment authorization code may bereceived from a built-in card reader, where a card having the codestored thereon is passed through or into the card reader, or by manualinput. The handheld game controller tries to validate the paymentauthorization code and, if valid, encrypts the code and sends it to agame server that facilitates the multi-player game. The game serverdecrypts the code and attempts to recognize it as pertaining to anexisting (pre-registered) account useable for paying for themulti-player game. If the game server recognizes the decrypted code, itchecks whether there are sufficient funds in the account to allow theplayer to play the multi-player game. If sufficient funds exist on theaccount, the account is debited for an appropriate amount and the playerbecomes registered to play the multi-player game. The handheld gamecontroller is then unlocked for use by the player for playing themulti-player game (or for performing another activity) and relevant gamesoftware is downloaded from the game server to the handheld gamecontroller to enable the player to participate in the multi-player gameby manipulating the handheld game controller.

The method of player registration is preferably performed in conjunctionwith a multi-player game system having a display system and arranged ina game arena. The game arena includes a plurality of the handheld gamecontrollers, the display system and wireless communication means forenabling the handheld game controllers to communicate with the gameserver.

In a still further aspect, the invention relates to a method ofconducting a multi-player game. The method involves receiving at a gameserver a plurality of registration requests from respective gamecontrollers manipulated by prospective players of the multi-player game.The registration requests are processed so as to register eligibleprospective players as registered players of the multi-player game. Anumber of registered players are added to the multi-player game, up to apredetermined number of players and the game is then begun. During playof the multi-player game, one or more registered players previouslyadded to the game are removed from the game in response to one or morepredetermined game removal events. Once registered players have beenremoved from the game, a corresponding number of registered players areadded to the game so that the number of registered players playing themulti-player game does not exceed the predetermined number of players.Once a predetermined game end event occurs, the multi-player game isended. One or more of the players may be declared to be the winner orwinners, following the end of the game, depending on the achievements ofthe registered players during play of the multi-player game.

The multi-player game is preferably displayed on a large display screenin a game arena housing the game controllers and the registered players.The one or more predetermined game end events may include expiry of apredetermined game time, achievement by one or more of the players of agame objective or if all registered players have become removed from themulti-player game.

Following the registration of eligible prospective players (whereeligibility is determined at least partly on the basis of successfulpayment for the multi-player game), the game server preferably downloadsa game module to each game controller for facilitating play of themulti-player game. Alternatively, the game module may be pre-loaded intothe game controllers and enabled once registration is complete.

Further aspects of the invention relate to computer readable storagemedia having stored therein computer program instructions which, whenexecuted by one or more processors, cause the one or more processors toperform any one of the methods described herein.

Further aspects of the invention relate to methods of facilitating teamplay in a multi-player game. In one such aspect, a plurality of handheldgame controllers are provided in a game arena. The handheld gamecontrollers each has input means for receiving player input fromrespective players and a first display screen for displayinggame-related images. A game server is also provided in communicationwith the handheld game controllers for receiving first signals from eachhandheld game controller and for transmitting second signals to thehandheld game controllers. The first signals correspond at least in partto player input received at the respective hand held game controller.

In response to player input from a first player, the game serverreceives a team creation request from a first handheld game controller.In response to the team creation request, the game server creates a teamentry in a team table maintained by the game server. The game serverthen adds a player entry for the first player to the team entry. Inresponse to player input from a second player, the game server receivesa team join request from a second handheld game controller. In responseto the team join request, the game server adds a player entry for thesecond player to the team entry. A team can then be formed on the basisof the team entry and the multi-player game then started. Once themulti-player game is started, the game server causes game images of themulti-player game to be displayed on a second display screen. The gameimages comprise a plurality of avatars, at least one of whichcorresponds to the team and is controllable in response to player inputfrom the first and second players.

The game may receive multiple team join requests from multiple playersand may add player entries to the team entry, optionally only if thefirst player consents to those players joining the team. The teampreferably has a predetermined limited number of team positions, forexample such as 4 or 6, and at least some of the positions involveperforming different roles or functions within the team. Preferably, theplayers may change positions during the game.

In another aspect, the invention relates to a multi-player game systemcomprising: a game server configured to provide display signals fordisplaying a multi-player game; a display system having primary displaymeans, the display system being configured to provide a primary gamedisplay of the multi-player game on the primary display means inresponse to the display signals; a plurality of game controllers, eachgame controller having input means for receiving player input relatingto the multi-player game, the plurality of game controllers beinglocated in proximity to the primary display means such that the primarygame display is visible to game players manipulating respective gamecontrollers; communication means for enabling communication between thegame server and each of the plurality of game controllers; and at leastone remote game controller located remotely from the primary displaymeans and having secondary display means for displaying a secondary gamedisplay of the multi-player game and input means for receiving playerinput relating to the multi-player game, the at least one remote gamecontroller being in communication with the game server over a network.

BRIEF DESCRIPTION OF THE DRAWINGS

Exemplary embodiments of the invention are described in further detailbelow, by way of example only, with reference to the accompanyingdrawings, in which:

FIG. 1 is a block diagram of a multi-player game system, according anembodiment of the invention;

FIG. 2 is a block diagram of a multi-player game system according toanother embodiment of the invention;

FIG. 3 is a block diagram of a game server according to anotherembodiment of the invention;

FIG. 4 is a side schematic view of a game arena according to anotherembodiment of the invention;

FIG. 5 is a process flow diagram of a method of multi-player gamingaccording to another embodiment of the invention;

FIG. 6 is a block diagram of a handheld game controller according toanother embodiment of the invention;

FIG. 7 is a perspective view of a handheld game controller;

FIG. 8 is a process flow diagram of a method of avatar identificationaccording to another embodiment of the invention;

FIG. 9 is an example screen display of a primary display;

FIG. 10 is an example screen display of a secondary display;

FIGS. 11A, 11B and 110 are further examples of game displays of themulti-player game, as displayed on the primary display and the secondarydisplay;

FIG. 12 is a process flow diagram of a method of player registration;

FIG. 13 is a block diagram of a multi-player game system, according toanother embodiment of the invention;

FIG. 14 is a process flow diagram of a method of facilitating team playin a multi-player game, according to another embodiment of theinvention;

FIGS. 15 to 18 are example displays on the handheld game controllerdisplayed during team formation; and

FIG. 19 is a block diagram of a multi-player game system according toanother embodiment of the invention.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

Embodiments of the invention are hereinafter described in furtherdetail, by way of example only, with reference to the accompanyingdrawings. In the following description, like reference numerals will beused to indicate like, similar or corresponding features, functions orelements as between the drawings and embodiments depicted therein.

Embodiments of the invention relate to methods and systems formulti-player gaming. In the following description of these embodiments,certain aspects of the embodiments are described separately. Forexample, the system architecture is described separately to the examplegame implementations and game software. It should be understood,however, that each of these aspects forms at least part of the describedembodiments.

Multi-Player Gaming System Architecture

Referring now to FIGS. 1, 2, 3 and 4, system architecture aspects of themulti-player gaming system will now be described. FIG. 1 shows amulti-player gaming system 100 according to one embodiment of theinvention, comprising a game server 110, a communications controller 115and a game arena 120.

The game server 110 stores and runs game software 310 for facilitatingthe multi-player game. The game server 110 interfaces with the gamearena 120 through communications controller 115, which controls highspeed wireless (radio frequency) communication within the game arena 120and high speed wired communications to and from the game server 110.Game arena 120 comprises a display system 125, a wireless transmitter130, a plurality of handheld game controllers 135 and at least one (upto, say, 6) wireless receiver 140.

The game arena 120 is preferably a large indoor screening area 400, suchas a cinema, theatre, conference hall, presentation hall or the like.Alternatively, the game arena 120 may be an outdoor facility, such as anamphitheatre, stadium or other outdoor area where the attention ofparticipants can be focused on a large central display.

Display system 125 is disposed within the game arena 120 and comprises aprojector and a large display screen upon which images of themulti-player game are displayed when the game is being played. Theprojector is preferably of a kind normally used for digital projectionof films in a cinema. An example of a suitable projector is the Wide XGADigital Multimedia Projector by Sanyo, model PLV-WF10.

The display screen (shown in FIG. 4 and designated by reference numeral425) may be any suitable screen for displaying images thereon, forexample such as a movie screen or other flat or substantially planarsurface of suitable reflectivity for viewing video images. The displayscreen may comprise a wall or part thereof, depending on the physicalcharacteristics of the game arena 120.

The game arena 120 is intended to accommodate a relatively large numberof handheld game controllers 135, for example in the order of 20 to 250handheld game controllers 135. Each handheld game controller 135 is usedby an individual player of the multi-player game while seated, orotherwise located, within the game arena 120. For example, each handheldgame controller 135 may be associated with a seat facing the largedisplay screen 425 so that players of the multi-player game can sit inseats in the game arena 120 and manipulate the handheld game controllers135 while viewing a display of the multi-player game on display screen425. The components and operation of handheld game controllers 135 aredescribed in further detail below.

The game system 100 shown in FIG. 1 is an embodiment in which themulti-player game may be performed in a single game arena 120. Inanother embodiment, such as is shown in FIG. 2, a number of multi-playergames may be performed in separate game arenas 120, located relativelynear each other or remotely from each other.

In the embodiment shown in FIG. 2, each multi-player game system 100 hasa game server 110, communications controller 115 and game arena 120, asdescribed above in relation to FIG. 1. Each of these multi-player gamesystems 100 may be included within a larger multi-arena game system 200.The multi-arena game system 200 comprises an administrative serversystem 210 in communication with the game servers 110 of each of themulti-player game systems 100, as well as a payment/authenticationsystem 220 for player authentication and payment processing.

The administrative server system 210 performs overall systemadministration functions, as well as facilitating communications betweengame servers 110 of different multi-player game systems 100. Forexample, administrative server system 210 may keep a register of playerswho have chosen to provide registration information prior to playing agame and/or as part of providing payment information. The administrativeserver system 210 is also configured to perform non-game specificfunctions. For example, the administrative server system 210 logsstatistics, such as the average number of players, the average length ofplay time and the average spend of each player, in order to assist inanalyzing system performance and customer usage.

In one embodiment, game arenas 120 within the multi-arena game system200 may be adjacent cinemas within a cinema complex. In such a case,wireless communications from one game arena 120 may cross over into anadjacent game arena 120, causing interference or disruption to themulti-player game.

In order to avoid transmission of game data at the same time in adjacentgame arenas 120, a communications clock signal 230 is employed so as tosynchronize the communications controllers 115 of all multi-player gamesystems 100 within multi-arena game system 200. Thus adjacent gamearenas 120 are controlled so as to not transmit game data at the sametime. Instead, a clock cycle of, say 40 Hertz, is used to allocate atransmission period of 12.5 milliseconds for communications within oneor more separated game arenas 120. Once that 12.5 millisecond periodpasses, adjacent game arenas 120 are allowed to transmit for asubsequent period of 12.5 milliseconds. If significantly fewer handheldgame controllers 135 than the maximum (256) are in use, say less than128, the transmission period may be doubled or otherwise increased.

For clocking purposes, one communications controller 115 is designatedby administrative server system 210 to provide the master communicationsclock signal 230 from which other communications controllers 115 follow,to coordinate transmission timing. A dedicated clock cable, for examplesuch as a twisted pair, is provided for communicating the mastercommunications clock signal 230.

Depending on the number and physical arrangement of the multiple gamearenas 120 within multi-arena game system 200, the communications clock230 can be used to ensure that immediately adjacent game arenas 120 donot transmit data at the same time, while allowing game arenas 120 thatare sufficiently remote from each other to transmit simultaneously (asthere is less chance of interference in such a case). Alternatively, ifeach game arena 120 has sufficient electromagnetic shielding tosufficiently reduce the likelihood of interference from adjacent gamearenas 120, the communications clock 230 may be unnecessary and the datacommunications rate within each game arena 120 would not need to bereduced.

FIG. 2 shows a multi-arena game system 200 having three multi-playergame systems 100. It should be understood, however, that there may beany number of multi-player game systems 100 within multi-arena gamesystem 200. For example, a cinema complex may host ten multi-playergames in ten different theatres, with each theatre being a game arena120 of a multi-player game system 100, within an overall multi-arenagame system 200. Further, cinema complexes at different locations may begoverned by the same multi-arena game system 200, sharing a singleadministrative server system 210.

While multi-arena game system 200 is shown having multiple multi-playergame systems 100, an alternate embodiment provides a single multi-playergame system 100 operating with its own administrative server system 210and payment/authentication system 220. This embodiment may be moresuitable where only one game arena 120 can be accommodated at a certainlocation.

Referring now to FIG. 3, the game server 110 is described in furtherdetail. Game server 110 accesses computer program instructions in theform of game software 310 stored in memory 312. The game software 310 isloaded from memory 312 and processed by a computer processor (notshown). The game server 110 also comprises a display driver 314responsive to instructions from game software 310 for providing displayinstructions to display system 125. Game server 110 further comprises agame controller driver 316 for providing game data to, and receivingplayer command data from, handheld game controllers 135 viacommunications controller 115.

The game software 310 running on game server 110 may vary according tothe desired game to be played on multi-player game system 100. Theappropriate software may be loaded from memory 312 in response to votescast by players when initiating the multi-player game or in response toa selection by an administrative operator of game server 110 oradministrative server system 210.

When the game to be played has been selected and game software 310 isloaded from memory 312, game server 110 downloads a game software moduleto each of the handheld game controllers 135 via communicationscontroller 115 prior to initiation of the multi-player game. Thisdownload may take several minutes but is necessary in order to enable acomplimentary display to be provided on the display screen of thehandheld game controller 135 during operation of the multi-player game.

The game software module thus downloaded from game server 110 ontohandheld game controller 135 may also include software to enableactivities not directly related to the multi-player game, such as apre-game qualification activity, to be performed. Alternatively, inresponse to a request from the player, game server 110 may download tothe handheld game controller 135 a game software module for a game otherthan the multi-player game, to be played by the player as a singleplayer game, thus enabling a player to opt out of the multi-player gameif it is not of interest to him/her.

Each handheld game controller 135 is provided with suitable softwarestored in memory for accomplishing certain basic functions, such asprocessing (including encrypting) payment authorization informationreceived from a player prior to commencement of a game. This pre-loadedsoftware may also include a browser application for enabling Internet orother more restricted network browsing, such as of a theater intranet.Intranet browsing in such a manner advantageously allows the personbrowsing to preview upcoming films, games, promotions and other forms ofproduct or service marketing. Also, the handheld game controllers 135may have video images or static images pre-loaded into memory, forexample, so that a person manipulating one of the handheld gamecontrollers 135 can view (on display screen 640) advertisements forupcoming films or games or other products or services.

Referring again to FIG. 1, wireless transmitter 130 and wirelessreceivers 140 include suitable hardware and/or software modules forwireless communications at radio frequencies with handheld gamecontrollers 135. The communications controller 115 comprises ahigh-speed serial interface for communicating data to transmitter 130for transmission to the handheld game controllers 135 and for receivingcommand data from the handheld game controllers 135 via wirelessreceivers 140.

Communications controller 115 is configured to transmit data packets tothe handheld game controllers 135 at a rate of up to 1 megabit persecond via wireless transmitter 130 using a transmission frequency ofabout 2.4 gigahertz.

It should be understood that transmission rates and communicationsinfrastructure described herein are exemplary only, as it is anticipatedthat improved transmission rates and communication infrastructures willbe available in future. Thus, while the communications infrastructuredescribed herein is presently considered to provide high-speedcommunications, such infrastructure may not be considered high speed byfuture standards.

Communications controller 115 communicates the received command data to,and receives game data from, game server 110 over a high-speed wiredconnection, preferably having at least a 10-megabit per secondtransmission rate in either direction. A suitable connection between thegame server 110 and communications controller 115 is an Ethernetconnection.

Wireless transmitter 130 comprises suitable RF transceiver, controller,amplifier and antenna hardware modules (not shown) for high-speedwireless data transmission. An example RF module is RF Waves RFW-D100Link Manager with an RFW112-M transceiver. The transmitter antenna ofwireless transmitter 130 provides a directional broadcast of the datasignal into game arena 120.

Wireless receivers 140 each comprise a similar RF receiver module,including antenna, amplifier, controller and transceiver hardwaremodules. Command data transmitted by the handheld game controllers 135is received by the receiver antenna of each wireless receiver 140.Depending on the location of each wireless receiver 140 relative to thehandheld game controllers 135 within game arena 120, one wirelessreceiver 140 may receive a stronger signal from a particular handheldgame controller 135 or that signal may be received at that wirelessreceiver 140 slightly earlier than at other wireless receivers 140.

Command data transmitted from handheld game controllers 135 is receivedat wireless receiver 140, which then outputs the command data to thehigh-speed serial interface in communications controller 115, which inturn provides that data to game server 110.

Data is communicated between the handheld game controllers 135 and thegame server 110 in the form of packets. Depending on the purpose of thecommunication, the number of bytes in each packet may vary. The types ofpackets include at least the following: a polling packet from the gameserver 110 to a particular handheld game controller 135; a standardresponse packet from the handheld game controller 135 to the game server110, providing data corresponding to any input received from the player;and an interrogation response packet provided from the handheld gamecontroller 135 to the game server 110, sent in response to aninterrogation packet received from the game server 110. Other datapacket structures may be used to transmit game/command data andinformation not specifically related to the multi-player game, such asregistration-related information or for data or software downloads.

Because wireless data transmissions experience attenuation and areaffected by noise, all data communications between the game server 110and the handheld game controllers 135 include some form of errordetection code, for example such as a checksum byte or cyclic redundancycode.

Game controller driver 316 (shown in FIG. 3) includes an input buffer(not shown) and an output buffer (not shown) for receipt andtransmission, respectively, of data from and to each handheld gamecontroller 135. Separate input and output buffers are dedicated forcommunications with each handheld game controller 135 for which a playeris registered. Tables 1-3 below illustrate an exemplary packet structurefor each of the polling, standard response and interrogation responsepackets.

The polling packet, as exemplified in Table 1, is transmitted by thegame server 110 within the transmission period allowed by the mastercommunications clock 230 (for example, 12.5 ms). The polling packetincludes six bytes for communicating a command, an arena identifier, agame controller identifier, a data payload of two or three bytes and achecksum byte.

TABLE 1 Polling Packet Data (8 bits) Comments Byte 1 CCCTTTTT C =command T = Arena ID Byte 2 DDDDDDDD D = Controller ID Byte 3 11111111Data 1 (Extended command if CCC bits = 000) Byte 4 22222222 Data 2 Byte5 33333333 Data 3 Byte 6 SSSSSSSS Check sum of 1-5 (+controller ID or0x0FF if error)

The handheld game controller 135 ignores the polling packet if thechecksum is incorrect. If the checksum byte is correct, the handheldgame controller 135 responds with a five-byte standard response packetthat specifies the current state of the handheld game controller 135. Ifthe current state of the handheld game controller 135 is normal, thecontroller ID is added into the checksum. If not, an error code, such as0x0FF (255 decimal), is added to the checksum.

TABLE 2 Standard Response Packet Data (8 bits) Comments Byte 1 KKKKKKKKKey matrix bits 1-8 Byte 2 XXXXXXXX Joystick X-axis position Byte 3YYYYYYYY Joystick Y-axis position Byte 4 -KTTTTTT Key matrix bit 9,touchpad 1-7 Byte 5 SSSSSSSS Check sum of 1-4 (+controller ID or 0x0FFif error)

The interrogation response packet (exemplified in Table 3) is afive-byte packet providing status information of the handheld gamecontroller 135 in response to a status request (interrogate packet) fromthe game server 110.

TABLE 3 Interrogation Response Packet Data (8 bits) Comments Byte 1DDDDDDDD Data 1 Byte 2 DDDDDDDD Data 2 Byte 3 DDDDDDDD Data 3 Byte 4DDDDDDDD Data 4 Byte 5 SSSSSSSS Check sum of 1-4 (+controller ID or0x0FF if error)

A processor 605 (shown in FIG. 6) of handheld game controller 135 isconfigured to parse the polling packet, once received through RFtransceiver 615, and to determine the command encoded within the pollingpacket. Processor 605 responds according to the command received,including, where necessary, constructing a standard response packet oran interrogation response packet. When handheld game controller 135 isreceiving a data download from game server 110, processor 605 parses thedownloaded packets and stores the software thus received, but does notprovide a response, other than simple acknowledgement of the packetsreceived.

The game controller driver 316 maintains an input and output buffer(exemplified in Tables 4 and 5, respectively, below) for each handheldgame controller 135. The input buffer holds the last data received fromthe handheld game controller 135, as well as newly received data not yetparsed. The input buffer also tracks the current state of the variousinputs and changes of state of those inputs. The output buffer holds thenext data packet to be sent to the controller. Each input and outputbuffer is duplicated so that one buffer may be sending or receivingwhile the other is being accessed by the game server 110.

TABLE 4 Input Buffer Data (8 bits) Comments Byte 1 RRRRRRRR Raw data 1(unparsed data) Byte 2 RRRRRRRR Raw data 2 (unparsed data) Byte 3RRRRRRRR Raw data 3 (unparsed data) Byte 4 RRRRRRRR Raw data 4 (unparseddata) Byte 5 CCCCCCCC Controller ID Byte 6 -----SCO S = checksum error,C = communication error, O = Online/offline Byte 7 ---TJWGD Statechange: D = dpad, G = action buttons, W = sWitch, J = joystick, T =touchpad Byte 8 --TTDDDD D = dpad, T = trigger Byte 9 ----GGGG G =action buttons Byte 10 ---WWWWW W = sWitch Byte 11 XXXXXXXX X = JoystickX-axis position Byte 12 YYYYYYYY Y = Joystick Y-axis position Byte 13-TTTTTTT T = Touchpad

TABLE 5 Output Buffer Data (8 bits) Comments Byte 1 IIIIIIII Arena IDByte 2 CCCCCCCC Controller ID Byte 3 MMMMMMMM CoMMand Byte 4 11111111Data 1 Byte 5 22222222 Data 2 Byte 6 33333333 Data 3

As shown in FIG. 4, game arena 120 has located therein wirelesstransmitter 130, wireless receivers 140, a plurality of handheld gamecontrollers 135 and display system 125 (which comprises projector 428and display screen 425). These components of game arena 120 are disposedat various locations around screening area 400.

Wireless transmitter 130 is preferably located on or near a ceiling ofthe screening area and has a targeted directional broadcast 430generally directed towards the seating areas of screening area 400 whereplayers are likely to position themselves while playing the multi-playergame. A beam angle θ of directional broadcast 430 is preferably about 45degrees to 90 degrees, depending on the physical configuration ofscreening area 400 and location of wireless transmitter 130. Broader ornarrower broadcast angles can be used to accommodate more unusualconfigurations of screening area 400.

Wireless receivers 140 are preferably spaced apart along the ceiling ofscreening area 400 in several positions for receiving output signalsfrom wireless transceivers of handheld game controllers 135. One or morewireless receivers 140 may also be located on a back or side wall ofscreening area 400, if considered desirable for optimizingsignal-to-noise characteristics at the wireless receives 140.

Screening area 400, as exemplified in FIG. 4, may take the form of acinema or auditorium or another kind of large enclosed space. In such ascreening area, it is common to have projector 428 located toward orbehind a back wall of the screening area 400 so that the imagesprojected therefrom are directed toward display screen 425 at the frontof screening area 400. Alternative locations of projector 428 may beemployed, however, to suit the physical layout of screening area 400.For example, projector 428 may be mounted on a structure suspended fromthe ceiling or protruding from the floor.

In one embodiment, it is preferred to locate the wireless transmitter130 generally towards the display screen 425, with the directionalbroadcast 430 being directed somewhat away from the display screen 425,such that the beam angle θ is directed generally downwardly and towardthe back of screening area 400. In this arrangement, wireless receivers140 are located toward the back of screening area 400 so as to be out ofa direct line of sight of directional broadcast 430 from wirelesstransmitter 130. In this arrangement, wireless transmitter 130 ispreferably located within one third of the ceiling area of screeningarea 400 closest to display screen 425, while wireless receivers 140 arepreferably located within one half of the ceiling or side wall area ofscreening area 400 toward the projector 428.

In an alternative embodiment, wireless transmitter 130 may be locatedtoward the back of screening area 400 and have directional broadcast 430oriented generally toward the front and downwardly (but still directedto the seating area where the handheld game controllers will be locatedduring play). With such an arrangement, wireless receivers 140 arelocated in closer proximity to display screen 425 and generally awayfrom wireless transmitter 130.

In the various embodiments, the precise location of wireless transmitter130 and wireless receivers 140 within screening area 400 will depend onthe physical configuration of screening area 400 to be used inmulti-player game system 100. Keeping in mind the need for direct andefficient communication from wireless transmitter 130 to handheld gamecontrollers 135 positioned within a screening area 400 and for a fastand efficient communication from handheld game controllers 135 towireless receivers 140, some variation or modification of thepositioning of the wireless transmitter 130 and wireless receivers 140may be made.

In an alternative embodiment of the multiplayer game system, designatedby reference numeral 1300, the handheld game controllers may be incommunication with game server 110 in a wired manner, such as is shownin FIG. 13. Communication between the handheld game controllers and thegame server 110 may be performed over a wired network 1350, such as anEthernet.

Multiplayer game system 1300 is substantially the same as, and operatesin a substantially similar manner to, multiplayer game system 100.However, multiplayer game system 1300 uses a wired system architecture,instead of the wireless architecture of multiplayer game system 100. Asmultiplayer game system 1300 interconnects game server 110 with thehandheld game controllers via a network 1350, there is no need forwireless transmitters and receivers to be located in game arena 120.

The handheld game controllers are designated in FIG. 13 by referencenumeral 1335, as they are slightly different to handheld gamecontrollers 135 (described in more detail in relation to FIGS. 6 and 7)in that they do not require a wireless transceiver. Instead, handheldgame controllers 1335 rely on a wired connection, such as an Ethernetconnection, to network 1350. The wired connection between network 1350and each handheld game controller 1335 is established through wiringrunning to each playing station, which in the preferred embodiment is aseat having at least one arm rest. The Ethernet connecting cablepreferably passes through the armrest and through a mechanicalconnection which connects the handheld game controller 1335 to thearmrest. This mechanical connection may be rigid or flexible.

As the Ethernet connection through network 1350 provides inadequatevoltage to power the handheld game controller 1335 during operation ofthe multiplayer game, handheld game controllers 1335 use a battery powersupply when the handheld game controllers 1335 are in use. When thehandheld game controllers are not in use, the battery is trickle-chargedthrough the Ethernet connection.

It should be understood that the multiplayer game system 1300 can besubstituted for multiplayer game system 100 in relation to the variousembodiments described herein, without affecting any of the multiplayergame operations. The primary affect is to the communications between thegame server 110 and the handheld game controllers, which is primarily amatter of communications architecture and hardware.

Advantageously, multiplayer game system 1300 obviates the necessity toguard against interference between adjacent game arenas 120, as it doesnot use wireless communications. On the other hand, multiplayer gamesystem 1300 may be more costly to install in an existing arena, such asa movie theatre, because of the greater structural interference requiredto install the wired communications infrastructure, compared to thewireless infrastructure of multiplayer game system 100.

Referring now to FIG. 5, a method 500 of conducting a multi-player gameis described. Method 500 begins at step 510, at which playerregistrations are received. Player registrations are received as aresult of players indicating (i.e. through appropriate input commands ona handheld game controller 135) their interest in playing a particularmulti-player game. Player registration also involves receipt of paymentor payment authorization or other means of receiving payment from aplayer. Player registration is described in further detail below, inrelation to FIG. 12.

Once players have registered to play the multi-player game, a gamesoftware module is downloaded from game server 110 to the handheld gamecontroller for which a player is registered, at step 515. This gamesoftware module is used to facilitate corresponding game activities onthe handheld game controller 135 during play of the multi-player game oractivities for the player to undertake prior to joining the multi-playergame. In an alternative embodiment, step 515 may be performed beforestep 510 so as to pre-load all of the handheld game controllers 135 withthe game software module before initiating the player registrationprocedure.

Once player registration is complete and the game software download isaccomplished, registered players are added to the game at step 520.Depending on the number of registrations received and any predeterminedlimits on the number of players that may participate in the multi-playergame to be played, the first players to register, up to a predeterminedcut-off number, will be added to the game. Players registered subsequentto the cut-off number may be provided with an alternate activity whilewaiting for entry into the game. The cut-off number may be, for example,from 20 to 100 players, depending on the type of game and number ofregistered players.

Once a sufficient number of registered players have been added to thegame at step 520, the game begins at step 530, with only those playersadded to the game at step 520 being allowed to participate in themulti-player game.

During the course of the game, the avatar controlled by a player willusually suffer some kind of gain or loss, depending upon its experienceswithin the game, as affected by the other player's avatars and dictatedby the game software 310. If an avatar suffers a certain amount of lossor experiences certain predetermined events, the avatar may “die” orotherwise be removed from the multi-player game, in which case theplayer is no longer an active player in the multi-player game and theplayer's avatar is no longer visible on the large display screen 425.

Addition and removal of players to and from the game occurs at step 540whereby, when a player is removed from the game, another player may beadded to the game in his or her place. Players registered to play butnot yet added to the multi-player game are placed in a queue so as to beadded to the multi-player game once other players are removed therefrom.Players removed from the game may join the end of the queue. The firstplayer in the queue is allowed to join the game at the next opportunity.If there are no other players ahead of a player in the queue, thatplayer may join or rejoin the game. In this way, players may be addedand removed from the game in quick succession, thus creating interest inthe multi-player game while limiting the number of players in themulti-player game so as to avoid obscuring the players' avatars byovercrowding.

Once a player is removed from the game at step 540, he or she may opt tobe placed in the queue to re-enter the game at the next opportunity, forexample by selecting a corresponding option presented on the handheldgame controller 135. Alternatively, the player may opt to performanother activity, such as playing a single player game or using thebrowser application available on the handheld controller 135.

In one embodiment, while a player is waiting in the queue to rejoin themulti-player game, he or she is provided with a game related activity inorder to maintain his/her interest in the multi-player game. Forexample, this game-related activity may include performing maintenanceon the avatar or exchanging or purchasing equipment or tools for aplayer's avatar. Alternatively, the game-related activity may include aqualification activity, such as a task or target practice, or a teamset-up activity, such as selecting positions within the team (asdescribed in relation to FIGS. 14 to 18), for example.

At step 550, game software 310 determines whether the game is finishedor whether a time period allotted for playing the multi-player game hasexpired. If the game has finished or time has expired, the game is endedand a winner is declared at step 560. Otherwise, the game continues,repeating steps 540 and 550 until the game is finished or time expires.

The game may be determined to have finished if one of the playersreaches a certain goal or otherwise achieves a winning result in themulti-player game and that player may be declared the winner.Alternatively, a winner of the game may be declared according to anaccumulation of achievements or points, for example. If the game endsbecause of expiry of the allotted time period for the game, the playerwith the most accumulated points or other achievements may be declaredto be the winner. If the game ends but there is further time allowed forplaying the game, a new game may be started.

Handheld Game Controller

Referring now to FIGS. 6 and 7, the handheld game controller 135 isdescribed in further detail. Handheld game controller 135 comprises aprocessor 605 for controlling the operation of handheld game controller135. Handheld game controller 135 further comprises player input means610, a wireless RF transceiver 615, a card reader 620, a vibrationmodule 625, memory 630, a power supply module 635, a display screen 640and audio output means 645. These components are housed in a controllerhousing 710 (shown in FIG. 7).

Processor 605 is preferably a fast processor, capable of pictureprocessing, sound processing and fast software algorithm execution aswell as control functions and fast input and output functions. Onesuitable processor is a Sunplus SPG200 processor with a pictureprocessing unit and sound processing unit (with support for NTSC and PALdata formats), which is configurable to receive data inputs from thevarious player-actuated input means and other inputs, such as the cardreader 620 and the RF transceiver 615.

Player input means 610 includes a joystick, at least four action buttonsand six to eight other command buttons. The commands and actionsassociated with these buttons are configurable according to themulti-player game being played. Some of the command buttons may havetheir functions indicated by adjacent display portions on display screen640 so that the command buttons may effectively be used to select menuoptions shown on the display screen 640.

Player input means 610 preferably also includes a touch-sensitivetransparent screen overlaid on display screen 640, whereby a player mayselect a command or option associated with a particular part of thedisplay screen 640 by touching that part of the touch-sensitive screenoverlay.

Manipulation of the various player input means, including movement ofthe joystick, depression of action or command buttons and touching thetouch sensitive screen, cause signals to be sent to processor 605, whichmay be interpreted as command signals or other kinds of input signals.If the player is currently playing the multi-player game, the processor605 processes these input command signals as necessary and encodes thecommands in data packets to be transmitted to game server 110 through RFtransceiver 615.

RF transceiver 615 comprises appropriate transmit and receive modules(not shown) with signal conditioning and amplification functions, aswell as an antenna (not shown). The RF transceiver 615 is positionedwithin the handheld game controller 135 so that wireless signaltransmission and reception is effected at a peripheral portion of thecontroller housing 710. In this way, interference of the wirelesssignals with the workings of other components in the handheld gamecontroller 135 is minimized. A suitable RF transceiver is manufacturedby RF Waves, with a RFW-D100 link manager for the RFW112-M transceiverand a dedicated Atmel 89c52 embedded processor.

Card reader 620 is preferably a magnetic strip card reader for readingpaper or plastic cards having an encoded magnetic strip on a facethereof. Once a card is passed through or into card reader 620, so thatdata stored thereon can be read, the data read from the card is sent toprocessor 605 for validation. Alternatively, the card reader 620 may beadapted to read smart cards as well as, or instead of, magnetic stripcards.

If the coded data read from the card does not constitute a valid code,processor 605 causes an error message to be displayed on display screen640, either instructing the player to re-insert the card in to cardreader 620 or that the code read therefrom is an invalid code.

If the code read from the card by card reader 620 is determined byprocessor 605 to be a valid code, this code is encrypted using anencryption algorithm executed by processor 605 and transmitted to gameserver 110 through RF transceiver 615 and wireless receiver 140. Theencryption algorithm may be, for example, a 128 bit WEP, 3DES or RSAalgorithm.

Vibration module 625 comprises an offset weight driven by a small DCmotor (not shown). The DC motor receives power from power supply module635 and drives the offset weight, in a revolving manner, in response toreceiving an ON signal from processor 605. The ON signal from processor605 is preferably applied to the base terminal of a driver transistor,to effectively switch power to the DC motor in response to the ONsignal. When the motor drives the offset weight, the arrangement andrevolution of the offset weight within handheld game controller 135causes the entire handheld game controller 135 to vibrate as the offsetweight revolves.

Processor 605 is arranged to drive the vibration module 625 in its ONstate according to a particular repeating sequence, synchronized with anenhanced visual display of the onscreen avatar on display screen 425, aspart of a player character identification process (described in furtherdetail below) actuated by the player by pressing one of the commandbuttons of player input means 610.

Memory 630 is used by processor 605 for storing computer programinstructions comprising a game software module downloaded to handheldgame controller 135 (at step 515, as previously described) and forstoring application information, including, for example, a browserapplication, player interface software not specific to any particulargame, such as an instant messaging or chat application, and gamevariables and data received from game server 110 during play of themulti-player game. Memory 630 comprises both volatile and non-volatilememory, including random access memory (RAM) and flash memory. Processor605 controls the various communications, data processing display anduser interface functions by executing the computer program instructionsstored in memory 630.

Power supply module 635 may comprise a battery power source, for examplein the form of four AA nickel metal hydride (NiMH) rechargeable batterycells, and a power supply regulator circuit, for supplying power toprocessor 605 and other modules. Power from power supply module 635 iscontrolled by processor 605 so as to provide power to other moduleswithin handheld game controller 135 as necessary. For example, processor605 switches power from power supply module 635 to provide lighting fordisplay screen 640, power to audio output 645 to cause it to emit soundenergy, power to drive the DC motor within vibration module 625, powerto the magnetic strip reader within card reader 620 and transmissionpower for RF transceiver 615. Power supply module 635 may also comprisea charger circuit for recharging the battery cells from an externalpower source.

In an alternative embodiment, each handheld game controller 135 receivespower from an external source, such as an externally mounted batterypack (not shown). In such an embodiment, the external power sourcesupplies power to power supply module 635. The handheld game controllers135 may each be connected to an arm of a seat or to another fixedstructure in the game arena.

The battery pack is preferably removably mounted to the seat arm orother fixed structure, while the handheld game controller 135 isconnected to the seat arm or other structure by means of a tether. Thetether comprises a movable connection means for allowing the handheldgame controller 135 to move relative to the seat arm or other structureand houses a power cable for supplying power to the handheld gamecontroller 135 from the battery pack. The tether may comprise a rigidconnecting arm or may comprise a flexible retractable cable.

Display screen 640 receives output from processor 605 to provide displayimages. Display screen 640 is preferably a color super-twist nematic(CSTN) screen, having 320×240 pixel screen resolution and a lightemitting diode (LED) backlight.

As previously mentioned above in relation to player input means 610, atouch sensitive screen is overlaid on an outer face of display screen640 such that the liquid crystal display unit of display screen 640 isseparated from the touch-sensitive layer by an appropriate dividinglayer, such as glass or transparent plastic. The “touch-screen” thusformed by the touch-sensitive layer overlaid on display screen 640 isarranged to generate an electrical output corresponding to a portion ofthe touch-screen touched by a player. The touch screen may have apre-processor (not shown) for receiving the electrical signals andconditioning them, for example by analog to digital conversion, prior tooutputting corresponding signals to processor 605. The electrical outputfrom the touch screen is received by processor 605 and is processed todetermine whether the player has made a valid selection of an option orgame command.

Not all areas of the touch-screen will correspond to valid options orcommands and some portions of the touch-screen may become active orinactive at different times, depending on the application being run byprocessor 605 at any given time. If the selected option or game commandis valid, the selected option or command is processed by processor 605according to the game software module (stored in memory 630) executingon the handheld game controller 135. Such processing may includegenerating and transmitting one or more packets corresponding to theselected option or command to the game server 110 or may involvedisplaying further graphics or text stored in memory 630.

The touch screen overlaid on display screen 640 may, in combination witha suitable software application executed by processor 605,advantageously allow instant messaging between the handheld gamecontrollers 135 or 1335. This may be done by providing a user interfacecomprising buttons on display screen 640 which correspond to a keyboardfor allowing the input of message text. The touch screen allows thebuttons corresponding to the keyboard keys to be pressed. Such a userinterface can be used for text messaging or to enter other text strings,such as a player name, or a team name.

If a player indicates, for example by selecting a menu option, that heor she wishes to transmit an instant message to another player,processor 605 launches an instant messaging application or otherwiseprovides an instant messaging user interface on display screen 640. Oncea player has input the text string to be sent and has identified one ormore desired recipients, for example by selecting recipients from a listor selecting a team of players to be the recipient, the processor 605encodes the text string in one or more packets and transmits the packetsto game server 110. Game server 110 then identifies the handheld gamecontrollers 135 corresponding to the intended recipients of the textmessage, prepares one or more packets containing the text string,together with any other relevant information, such as the sender name,subject, etc., and transmits the packets to the relevant handheld gamecontrollers 135 for display on the respective display screen 640. Inthis way, a player may communicate to any other player in themultiplayer game, including opponents, allies or prospective allies.

In an alternative embodiment, processor 605 may execute a chat roomapplication for enabling players or other people not participating inthe multiplayer game to chat, for example about the game or about anupcoming film. The chat room application uses a similar user interfaceto that of the instant messaging application. In particular, the chatroom application requires a keyboard to be displayed on display screen640 which, through the touch screen, can be used to input text strings.

Display screen 640 is also used by processor 605 in the player characteridentification process (described in further detail below in relation toFIGS. 8 to 11), whereby processor 605 causes display screen 640 or aportion thereof to flash synchronously with the vibrations caused byvibration module 625 and sounds emitted from audio output 645.

Audio output 645 comprises at least one speaker for outputting soundscorresponding to certain game events. The sounds emitted from audiooutput 645 vary depending on the game and the particular game eventswhich occur during play of the multi-player game. For example, sound maybe emitted to warn a player that the game time is nearly expired, his orher avatar's health is low or for other scenarios in which the player isto be alerted. One or more standard 8 ohm 250 mW computer speakers maybe used for audio output 645.

In FIG. 7, a perspective view of one embodiment of the handheld gamecontroller 135 is shown. The handheld game controller 135 has a housing710, in the form of a rigid casing, for containing the electrical andelectronic components, including processor 605, RF transceiver 615, cardreader 620, vibration module 625, memory 630 and power supply module635. The housing 710 is preferably molded plastic and of a small sizesuitable for being lightly and easily cradled by a player's hands.

The housing 710 has a front (or upper) face 712 and a back (or lower)face (not shown). Display screen 640 is located on the front face 712 ina generally central portion of housing 710 so that, when a player holdsthe handheld game controller 135 in a normal (lateral) playingorientation, front face 712 faces generally upwards and display screen640 is visible to the player.

Housing 710 includes a left grip 730 and a right grip 732 at oppositeleft and right lateral ends of the housing 710. Left grip 730 ispreferably formed of a soft yet frictional material, such as rubber, forcomfortable gripping by a player's hands during use of the handheld gamecontroller 135. Right grip 732 is formed of the same material, butoppositely disposed and arranged for gripping by the player's righthand. Left and right grips 730, 732 cover the left and right ends ofhousing 710 while leaving front face 712 substantially unobscured,serving at least a partial shock-absorption function in case thehandheld game controller 135 becomes jarred or is dropped.

Player input means 610 is provided in the form of a movement selectionmember, such as a joystick 720, command (or option) buttons 722 andaction buttons 724, as well as a touch sensitive screen overlaid ondisplay screen 640. Joystick 720 is located adjacent left grip 730 in aposition suitable for manipulation by a thumb of the left hand when thehand is placed on grip 730 so that the fingers support the lower face ofthe housing 710 and the thumb may contact the front face 712.

Joystick 720 is preferably anchored in housing 710 so as to be moveablein any direction through 360 degrees on an X-Y plane. Alternatively,joystick 720 may be anchored so as to only be moveable intopredetermined discrete positions on the X-Y plane, for examplecorresponding to divisions of 45 degrees within the maximum possible 360degrees. Joystick 720 is preferably spring-loaded to return to anupright position after deflection by a player in a desired direction.Further, the joystick 720 preferably has a soft yet frictional materialdisposed on, or covering, the top surface thereof, for comfortablegripping and easy manipulation by the player.

Action buttons 724 are preferably disposed adjacent right grip 732, in aposition such that they may be easily depressed by a right thumb of theplayer's right hand when the palm of that hand is placed on right grip732 and the fingers of that hand support the housing 710 on its backface. Four action buttons 724 are shown in FIG. 7, although it should beunderstood that greater or fewer numbers of action buttons 724 may beprovided on handheld game controller 135. However, for minimumfunctionality, at least two action buttons 724 should be provided. Eachaction button 724 will generally provide a different player inputcommand during play of the multi-player game.

Command (or option) buttons 722 are preferably provided adjacent displayscreen 640 and intermediate of left grip 730 and right grip 732, asshown in FIG. 7. The command buttons 722 are preferably disposed alongan outer (upper/front) edge of housing 710. There are preferably sixcommand buttons 722 provided adjacent to a lower edge of display screen640 so that, by their proximity to display screen 640, they may visuallycorrespond to menu options provided along a lower portion of displayscreen 640. Instead of being disposed adjacent the lower edge of displayscreen 640, command buttons 722 may be disposed along an upper edgethereof, or even along a right or left edge thereof.

In FIG. 7, command buttons 722 are shown disposed on a side of housing710 opposite to a side on which action buttons 724 and joystick 720 aredisposed, although command buttons 722 are disposed more centrally ofhousing 710 and action buttons 724 and joystick 720 are disposed moretoward opposite ends of housing 710.

In the embodiment shown, right grip 732 has a slot 740 disposed thereinfor receiving a card in card reader 620. Card slot 740 is arranged sothat a magnetic strip card may be received therein in a swiping action,so that card reader 620 can read data encoded in the magnetic strip onthe card. Alternatively, the slot 740 may be disposed in another side ofthe handheld game controller 135, such as the far or near side edgesintermediate the left and right lateral side edges.

In the embodiment shown, left grip 730 has a connector portion 750therein for receiving a battery recharger or other form of externalpower supply. Connector portion 750 may be located on another part ofthe handheld game controller 135, according to the particular desiredcasing design. For example, the connector portion 750 may be located onthe top, bottom or right side or on the lower face of the handheld gamecontroller 135.

Speakers 760 are provided within housing 710 for providing audio output645. While the location of speakers 760 on housing 710 may varyaccording to design requirements, it is preferred that they be locatedon front face 712 in a position where they will not be covered by aplayer's hands when the player's hands are placed on or around grips 730and 732.

Advantageously, handheld game controller 135 may be operated in alateral orientation, where a player's left and right hands are placedaround the left and right grips 730, 732, as described above, or in alongitudinal orientation. In the longitudinal orientation, handheld gamecontroller 135 is held by the player so that left grip 730 and rightgrip 732 are oriented in a longitudinal direction, with left grip 730being closest to the player and right grip 732 being further from theplayer. In such an orientation, the player's left hand remains generallypositioned on left grip 730, while the player's right hand is moved morecentrally so that the player's fingers support the back face of housing710 underneath display screen 640 and the thumb of the player's righthand is positioned to be able to press command buttons 722. The player'sleft hand continues to be positioned so as to manipulate joystick 720 bythe left thumb. In the longitudinal presentation, display screen 640 isalso oriented longitudinally.

Depending on the particular game or other function to be performed bythe handheld game controller 135, it may be preferable to operate thehandheld game controller 135 in the longitudinal orientation, ratherthan the lateral orientation. However, handheld game controller 135 isgenerally intended for use in the lateral orientation.

Player Avatar Identification

Referring now to FIG. 8, a method of player character (or avatar)identification 800 is described. Avatar identification is initiated bythe player, at step 810, by pressing one of the command buttons 722.Alternatively, a dedicated action button 724 may be provided foractuating the avatar identification request. Advantageously, the playermay actuate the avatar identification request at any time the playerchooses. This function is particularly helpful to the player insituations where a large number of avatars are present on the primarydisplay of the multi-player game or, for example, where the player'savatar has become engaged in combat with another avatar and the playerbecomes confused as to which avatar it is that the player controls.

In response to a player actuating the avatar identification request onthe handheld game controller 135, processor 605 transmits an avataridentification request packet to the game server 110, at step 815. Inresponse to receipt of the avatar identification request packet from thehandheld game controller 135, game server 110 sends a synchronizationpacket back to handheld game controller 135, in order to synchronizedisplay of an enhanced visual representation of the avatar on the largedisplay screen 425 with sensory output from the handheld game controller135. The synchronization packet specifies a particular repeatingsequence to be output as vibration-by-vibration module 625, sounds fromaudio output 645 and as a repeating visual display (for example, such asone or more flashing icons) on display screen 425.

At step 820, the game server sets a time period for providing the visualindication and corresponding synchronized sensory output by which theplayer can recognize his/her corresponding avatar on the display screen,at step 825. This time period is notified to the handheld gamecontroller 135 by inclusion of appropriate data in the synchronizationpacket.

At step 830, an enhanced visual indication of the avatar (correspondingto the handheld game controller 135 from which the avatar identificationrequest packet originated) is displayed on display screen 425. Thisenhanced visual indication may be provided in any of a number of ways,including, for example, repeatedly enlarging and shrinking the image ofthe avatar according to the particular repeating sequence or providing aflashing pointer, halo or icon above, below or otherwise adjacent to theavatar. In a further example, if a player has registered a user name ora team name, that name may temporarily appear or flash above, below orotherwise adjacent to the avatar on display screen 425.

Simultaneously with step 830, step 835 is performed, in which asynchronized sensory output is provided to the player from handheld gamecontroller 135. This sensory output includes a repeating vibrationsequence corresponding to the repeated flashing or other enhanced visualindication on display screen 425. Additionally, the sensory outputincludes a repeated sound sequence corresponding to the vibrationsequence and flashing visual indication on display screen 425.Optionally, display screen 640 on handheld game controller 135 may flashin a corresponding repeating sequence.

The sensory output from handheld game controller 135 in a particularrepeating sequence aids the player in identifying the appropriate avataron display screen 425, as the player is able to match the repeatingsequence received from the handheld game controller 135 with thevisually repeating sequence on display screen 425.

Both game server 110 and processor 605 repeatedly cause the displayscreen 425 and handheld game controller 135 to provide the enhancedvisual indication and sensory output until the time period for doing soexpires, at step 840. Once the relevant time period has expired, theenhanced visual indication and sensory output is ceased at step 845 and,if the player wishes to continue to receive the enhanced visualindication and sensory output, the player must again actuate the avataridentification request at step 810 on handheld game controller 135.

In one embodiment of the avatar identification method 800, displayscreen 640 may display a low resolution version of the game environmentin which the player's avatar is located, so as to indicate the locationof the avatar relative to the game environment and the other player'savatars. In such a low-resolution display, the player's avatar may berepresented by a simple icon, such as a colored block, shown relative toother avatars, represented by blocks of other colors. Alternatively, thelow resolution display on display screen 640 may point out the player'savatar thereon by surrounding it with a halo, pointing to it with anarrow or otherwise providing graphics to provide an indication to theplayer of the avatar's location within the game environment.

The low-resolution display preferably also shows the game environment inan alternative view to that provided on display screen 425. For example,the low-resolution display on display screen 640 of handheld gamecontroller 135 may be an aerial view of the game environment, whereasdisplay screen 425 in game arena 120 may provide a view of the gameenvironment from a ground-based perspective.

In this alternative embodiment, in order for handheld game controller135 to display a low-resolution version of the game environment, it mustbe pre-loaded with appropriate low-resolution graphics for display whenappropriate. Such low-resolution graphics may be retrieved from memory630 at appropriate times or specifically in response to receipt of thesynchronization packet from game server 110 at step 820. An example ofsuch a low-resolution display on screen 640 is provided in FIG. 11C.

Example Game Displays

Referring now to FIGS. 9, 10 and 11A-110, example game displays of themulti-player game are described in further detail. FIG. 9 shows anexample game environment 900 displayed on large display screen 425during play of the multi-player game. Avatars 910 controlled by playersof the multi-player game are shown within game environment 900.

In the example game environment 900, many player avatars 910 are shownin the context of a sporting game. In order for a player to discernhis/her avatar among the many avatars displayed, he/she may choose toactuate the avatar identification request button or option provided onhandheld game controller 135 (the process for which is described abovein relation to FIG. 8). In the example game environment 900, one suchplayer has elected to actuate avatar identification request and thatplayer's character is provided with an enhanced visual indication which,in this example, takes the form of arcuate halo icons 920 bracketing thefront and back of the player's avatar 910.

In one embodiment of the multi-player game system 100, players may electto form teams, whereby their player avatars 910 may join together andcompete against other teams. In such an embodiment, the enhanced visualdisplay provided in response to the avatar identification request mayalso extend to indicating player avatars belonging to the team of whichthe actuating player is a part. In example game environment 900, playeravatars of the same team as the actuating player are shown withindicator icons 925 positioned adjacent the relevant player avatars(including the avatar of the player making the avatar identificationrequest).

It should be understood that many different game environments may becreated for facilitating multi-player games according to the methods andsystems described herein. Accordingly, the present invention is notlimited to any of the specific examples shown and described herein.

Referring now to FIG. 10, a single player activity display 1000, asprovided by display screen 640 of handheld game controller 135, isshown. Single player activity display 1000 has a game action displayportion 1052 and a game information display portion 1054. The gameaction display portion 1052 shows a player avatar 1070 (which may bedifferent to the player avatars shown in the multi-player game)performing an action controlled by player input to the handheld gamecontroller 135. Player activity display portion also includes otheractive display elements, such as game statistics or metrics 1072. Gameinformation display portion 1054 includes a score display 1060 anddirections 1062 for performing the single player activity, preferablyincluding graphics and appropriate icons. Score display 1060 may be anindividual score or, if the player is playing as part of a team, scoredisplay 1060 may show the team score.

A player may undertake a single player activity, for example such asthat depicted in FIG. 10, while waiting for entry (or re-entry) into themulti-player game or as a selected adjunct activity to be performed asone of several tasks to be completed to achieve the goals of themulti-player game.

Referring now to FIGS. 11A, 11B and 110, a further example game scenariohaving a game environment 1100 is shown. Player avatars 1110 move aboutthe game environment 1100, competing with each other to achieve one ormore objects of the game, for example, such as destroying each other,traversing the game environment in a certain manner or scoring points.In the example game environment 1100, each player controls an avatar inthe form of a vehicle. Each vehicle has certain equipment, resources andparameters (such as life/health/condition points).

A secondary game display 1150 of the relevant equipment, statistics andcondition of the player's vehicle avatar may be provided on displayscreen 640 of handheld game controller 135. If the player is part of ateam, team information will be provided, along with the equipment,statistics and condition of the avatar 1110, as part of an informationdisplay portion 1154 of secondary display 1150. In this example, noactivity display portion (like activity display portion 1052 in FIG. 10)is provided, although in alternative game scenarios, such a display maybe provided as part of secondary display 1150.

Referring to FIG. 11C, a reduced resolution display 1180 may bedisplayed on the display screen 640 of handheld game controller 135 inresponse to player actuation of the avatar identification request, aspreviously described. In the present exemplary game environment 1100,the corresponding low-resolution display 1180 of the player's avatar1110 provides a low-resolution icon 1185, located centrally in display1180 and seen in aerial view within the game environment. An enhancedvisual indication 1190 is provided around the icon 1185 corresponding toplayer avatar 1110. Simultaneously with display of low-resolutiondisplay 1180 on display screen 640, the player's avatar 1110 is shownwithin the game environment 1100 on large display screen 425 as havingan enhanced visual appearance, such as a halo or flashing pointer oricon.

Payment Processing

In preferred embodiments, payment is received from each participatingplayer at the multi-player game prior to that player being allowed toplay the game. In an alternative embodiment, the multi-player game maybe played for free. For example, where a new film is to be released incinemas, a multi-player game having a theme similar to that of the newfilm may be provided in the cinema prior to release or screening of thefilm, for promotional purposes.

According to preferred embodiments, players wishing to play themulti-player game must pre-register to create a personal debit or creditaccount or purchase a pre-paid account. As an exception to this, aplayer may provide credit card details to a handheld game controller 135once in the game arena 120 and, if the credit card is authorized forpayment, a temporary account may be created for that player.Alternatively, credit card information may be supplied by players withpersonal or pre-paid accounts, in order to continue or rejoin themulti-player game after their initial credit is used up. Wherenecessary, payment/authentication system 220 is used to communicate withcredit card authorities to effect a debit of the credit card account.

Referring now to FIG. 12, a method of player registration, includingplayer payment processing, is described. The method of playerregistration is designated by reference numeral 1200 and begins at step1205 with prompting a player to input a payment authorization code. Thisprompt is provided on the display screen 640 of handheld game controller135 and allows the player to manually input a payment authorization code(for example by providing a numerical keypad on the display screen 640so that the player can input numbers through the touch-screen) or toinsert a card having the payment authorization code stored thereon intothe card reader 620. The manual input of the payment authorization codemay be used, for example, to input a credit card number if the cardreader 620 is not able to read the credit card or to input anotherunique number such as a player account number.

Multi-player game system 100 is preferably set up to allow players topre-register an account (through the administrative server system 210)either as a credit account or a debit account, so that the player canregister for a game when in the game arena 120 by inputting his/heraccount number (or other identifying information, such as a PIN) intothe handheld game controller 135 to authorize debiting of his/her playeraccount.

As an alternative to having a pre-established registered player account,a new player may either purchase a certain amount of playing credits orplaying time by inputting valid credit card details or by purchasing apre-paid generic account. For example, the pre-paid account may have tenplaying credits or a dollar value associated therewith, which any playerhaving the account details can use to play the multi-player game. Thispre-paid account may have a magnetic strip card associated therewith ora unique identification code which the player has to enter into thehandheld game controller 135 as the payment authorization code in orderto register for the multi-player game.

Step 1205 may be performed in response to a player attempting tomanipulate, or otherwise provide input to, the handheld game controller135, for example such as by pressing a button, moving the joystick,inserting a card into the card reader 620 or touching thetouch-sensitive screen. Following display of the prompt on displayscreen 640 at step 1205, the handheld game controller 135 awaits receiptof the payment authorization code at step 1210.

Once the payment authorization code is received at step 1210, the codeis checked, at step 1215, for validity. This validity check is used toverify that the payment authorization code is of a type that may be avalid code, for example by checking the number of digits in the code,checking that the code is internally consistent (i.e. where the codeallows error detection) or for other parseable errors.

If the code received from the player is determined at step 1215 to beinvalid, the handheld game controller 135 displays an error message ondisplay screen 640 at step 1220 and the player is again prompted toinput a valid payment authorization code at step 1205. If the code isdetermined at step 1215 to be valid, the processor 605 proceeds toencrypt the code at step 1225 using an encryption algorithm stored inmemory 630. Encryption is used to provide security protection of thepayment authorization code, which may contain credit card information orother sensitive information, against interception during transmissionfrom the handheld game controller 135 to the game server 110.

At step 1230, the encrypted code is transmitted to game server 110 viaRF transceiver 615, wireless receivers 140 and communications controller115. At step 1235, game server 110 decrypts the payment authorizationcode using a corresponding decryption algorithm to the encryptionalgorithm employed by handheld game controller 135 at step 1225.

At step 1240, the game server 110 checks whether the code decrypted atstep 1235 is a code corresponding to a registered account. This checkingis performed by comparing the decrypted code with a database ofpre-existing accounts, both those for which pre-paid accounts may bebought by anonymous users and for full player registrations having adebit or credit account.

If the decrypted code is not recognized (as corresponding to a personalor pre-paid account) by the game server 110 at step 1240, game server110 may refer the code to an external credit authority, for examplewhere the code resembles a credit card number, to effect a debittransaction. If sufficient funds are not in the account, either thecredit card account or the multi-player game account, as determined atstep 1250, then, at step 1255, the game server 110 transmits a messageback to handheld game controller 135 to display an error message to theplayer, at step 1220. The player is then prompted to input a validpayment authorization code at step 1205.

If, at step 1250, sufficient funds are determined to be in the player'saccount, the relevant account is debited for a predetermined amount atstep 1260. Once the player's account has been debited, the game server110 transmits a message to the handheld game controller 135 from whichthe encrypted code was received that the payment transaction has beencompleted and to unlock the input means of the handheld game controller135, at step 1265. Prior to step 1265, efforts by a player to manipulatethe handheld game controller 135 or otherwise provide input thereto willnot be processed unless that input is provided in relation to the promptfor the payment authorization code at step 1205. In this sense, thecontrols of the handheld game controller 135 are “locked” prior to step1265. After step 1265, those controls become “unlocked”.

Once the player's account is debited at step 1260, the player iseffectively registered to play the multi-player game (or perform anotherselected activity). Steps 1260 to 1270 thus correspond generally tosteps 510 and 515 described previously in relation to FIG. 5.

After the unlocking of the handheld game controller at step 1265, gameserver 110 proceeds to download one or more software modules to handheldgame controller 135, at step 1270. The one or more software modules thusdownloaded will generally include a game module, but may include othersoftware modules as necessary. In a selection step (not shown), the gamemodule is requested by the player where, in one embodiment, at least onesingle player game is available for selection by the player in additionto at least one multi-player game.

In an alternative embodiment, where the player is only allowed to play aparticular preselected multi-player game, the step of allowing theplayer to select the desired game is omitted. In this embodiment, thedownloading of the software modules takes place before playerregistration commences. The downloading can thus be performed bybroadcasting the data making up the game and other software modules toall of the handheld game controllers 135 at the same time, in order toavoid unnecessarily using valuable bandwidth during the playerregistration process.

In an alternative embodiment, the various decryptions, accountregistration and debiting functions may be carried out by theadministrative server system 210, instead of by game server 110. In afurther alternative, some of those functions may be shared between thegame server 110 and the administrative server system 210 in order todistribute processing load.

In preferred embodiments, the multi-player game system 110 is configuredto allow players to select from several activities to be performed usingthe handheld game controller 135. One of these activities is playing amulti-player game, which is the primary purpose of the system. However,the system also advantageously allows players to entertain themselves byselecting alternative activities to the multi-player game. This allowsthe system to have a broader appeal than that which would be provided byonly allowing a single activity to be performed.

Additionally, the multi-player game system 100 and multi-arena gamesystem 200 may be configured to allow registered players to vote onwhich of a plurality of available multi-player games should be played ina game arena 120. Such a voting process may occur between steps 1265 and1270, as described above in relation to FIG. 12.

Team Play

Referring now to FIGS. 14 to 18, further embodiments of the game aredescribed, which particularly facilitate team play of the multi-playergame. In the team play embodiments, several players share a singleavatar on the main display screen 425. For example, the avatar may be avehicle piloted and operated by the various members of the team, eachusing the team member's own handheld game controller 135.

FIG. 14 is a flow diagram illustrating a method 1400 of facilitatingteam play among players of the multiplayer games. Exemplary screendisplays associated with the team play embodiments of the invention areshown in FIGS. 15 to 18. These exemplary screen displays are displayedto individual players on the display screen 640 of respective handheldgame controllers 135 during the team formation stage of the multiplayergame.

Following registration with the multiplayer game system 100 (or 1300), aplayer may be provided with the option to play as part of a team or toplay solo. If the player elects to engage in team play, the player isshown an initial selection display 1500, such as is shown in FIG. 15.Display 1500 provides the player with buttons (which can be selected orpressed by touching the touch screen or by using the joystick 720 tomove a cursor over the desired button and pressing one of the functionbuttons 724) for creating a new team or joining an existing team. Createteam button 1510, if selected, will cause the handheld game controller135 to display further screens, corresponding to steps in the teamformation process, such as are shown on FIGS. 16, 17 and 18. A join teambutton 1520, if selected, causes display screen 640 to display a list ofalready created teams that are open to new team members and which theplayer can select from to request to join.

Team formation method 1400 begins at step 1410, when a player selectscreate team button 1510. The player creating the team is automaticallyappointed to be the captain of the team and is given control over themembership and of the type of avatar which is to represent the team onthe large display screen 425. The player that creates the team is also amember of the team and is allowed to choose a certain position or rolewithin the team.

In response to selection of the create team button 1510, handheld gamecontroller 135 asks the player to input a team name, after which thehandheld game controller 135 communicates a team creation request,including the team name, to game server 110. Game server 100 thencreates a new team entry in a table of teams, using the team name,according to a predetermined data structure, which is described infurther detail below. The team names entered in the table of teams arestored and maintained by game server 110 and are provided by game server110 to a player that wishes to join a team, upon selecting join teambutton 1520.

When a player requests to join a team, at step 1420, by selecting fromthe list of open teams, the team captain is notified of the request tojoin the team and a team formation display 1600 is displayed to the teamcaptain. Display 1600 relates to team formation and provides informationand selection buttons for that purpose.

Display 1600 comprises a display description field 1605, a team namefield 1610 showing the team name, a team list 1620 and, if a player hasrequested to join a team, a join request 1630. Display 1600 alsocomprises a start button 1670 for enabling the team captain to indicatethat team formation is complete.

Team list 1620 comprises a list of the players' names for the playersthat are already on the team, as well as showing empty team positions.For each player shown in team list 1620, there is a corresponding playerremoval button 1625 which, if selected by the team captain, will causethe corresponding player to be removed from the team. Upon removal fromthe team, the player removed will be notified of the removal and will bereturned to display 1500.

Team list 1620 may also indicate a rank associated with a player, wherethe rank may be indicative of the player's experience level or previousachievements as a registered player in the multiplayer game. Greatergame-related avatar attributes may be associated with high rank, thusgiving a player incentive to repeatedly play the game and strive toreach a higher rank.

Join request 1630 comprises a text field notifying the team captain ofthe join request, text fields 1640 showing the player's name and rank,an accept button 1650 and a reject button 1660. If the team captainselected the accept button 1650 at step 1430, the join request isaccepted and the requesting player is added to the team at step 1450. Ifthe team captain selects reject button 1660 at step 1430, the playerrequesting to join the team is notified of the rejection of the requestat step 1440 and is returned to display 1500.

The team captain views display 1600 during team formation at step 1420when there are join requests 1630 to be accepted or rejected by the teamcaptain. Otherwise, the team captain may choose to select an avatar forthe team by viewing an avatar selection display 1700, shown in FIG. 17.Display 1700 comprises a description or instruction field 1705, a teamname field 1710, an avatar image 1715, a team list 1720 and an avatarattribute description 1730. Team list 1720 shows the team memberscurrently in the team and their currently allocated or chosen roles orpositions within the team. Avatar attribute description 1730 includes anavatar name and lists or describes or graphically represents the gamerelated attributes of the avatar corresponding to the avatar images 1715currently displayed on display 1700. For example, the avatar may havecertain attributes relating to speed, offensive capabilities, defensivecapabilities, agility, or special abilities.

Display 1700 further comprises a back button 1750, a forward button 1760and a select button 1770 for scrolling through various different avatarimages 1715 and selecting an avatar having the desired attributes.Select button 1770 may be selected by the team captain to select thechosen avatar at step 1460 when the avatar image 1715 for that avatar isvisible on display 1700.

Once a team avatar has been selected, each of the team members can viewa role selection display 1800, an example of which is shown in FIG. 18,and select a desired role or position 1820 on the team, at step 1470.Display 1800 comprises a text description or instruction field 1805, ateam name field 1810, an avatar image 1815, a number of positions orroles 1820 located on or in relation to the avatar image 1815 and anumber of text fields 1830 corresponding to the positions or roles 1820.Each role or position 1820 may be occupied by a single team member butthere cannot be more team members than there are available roles orpositions 1820. On the other hand, it is not necessary for all roles orpositions 1820 to be occupied by a team member. Team members may opt tochange roles or positions 1820 at any time during the game, although theteam avatar chosen by the captain cannot be changed once the gamebegins. Text fields 1830 contain a description of the role or position1820 and the name of the player, if any, occupying that role of position1820.

Display 1800 also comprises a back button 1850 for allowing a player toreturn to a previous display and a start button 1870, which is visibleonly to the team captain, for indicating that the team is ready to playthe game. When the team captain selects start button 1870 or anothergame initiation event occurs, such as expiry of a predetermined timelimit, the team enters the game at step 1480.

Avatar image 1815 corresponds generally to the avatar selected indisplay 1700. Depending on the avatar selected in display 1700, avatarimage 1815 may vary and may provide for varying roles or positions 1820,including varying locations or functions of the role with respect to theavatar.

As described previously in relation to FIG. 6, handheld game controllers135 or 1335 can be used for instant messaging between players. This isparticularly advantageous in a team context, in which team members maywish to send comments or instructions to other team members. Aspreviously mentioned, instant messaging is facilitated through aninstant messaging application executed by processor 605. Thus, a playermay use the instant messaging application to transmit messages toteammates or other players, such as prospective teammates or opponentsor prospective allies.

In one embodiment, processor 605 may also execute software whichfacilitates voting amongst members of a team, for example in order toselect a team avatar. The voting may be initiated by the team captain oranother team member. Such a voting process is performed in a similarmanner to instant messaging, in that the player initiating the voteeffectively initiates transmission of an instant message to each of theother team members.

When game server 110 receives a vote initiation request from a player(via that player's handheld game controller 135), game server 110transmits a formatted message to each of the intended recipients (i.e.the initiating player's teammates) and a voting display is displayed ondisplay screen 640, requesting the player to cast a vote. The votingdisplay provides a number of selection buttons to enable the votingplayer to make a selection and initiate a response message back to gameserver 110 containing the selection.

Game server 110 collates the voting responses and notifies the teammembers of the outcome of the vote. If game server 110 does not receivea reply from each player within a predetermined time period, the gameserver 110 can determine the outcome of the vote without the input ofsome of the players. In case of a tied vote, the captain's vote maydetermine the outcome.

If, during the game, a team avatar dies or is otherwise removed from thegame, the team avatar ceases to be displayed on large display screen425. If the team wishes to rejoin the game, the captain may chooseanother avatar. Alternatively, the team may choose the new avatarthrough the voting process described above. In embodiments employing asingle team avatar, all of the team members are removed from the gamewhen the team avatar dies and, assuming that all players wish to remainpart of the team, the team rejoins the game together with the same ornewly selected avatar. As described previously in relation to FIG. 5,the game may allow for only a limited number of avatars to be displayedon the large display screen 425 at any one time. Accordingly, teamswishing to rejoin the game may have to wait in a queue before beingallowed to rejoin.

In one embodiment of payment processing, each player has his or heraccount debited for each time the player joins or rejoins the game.Accordingly, if a team rejoins a game after being removed, each of theplayers on the team is debited a predetermined amount corresponding tothe amount debited for joining the game or a reduced amount forrejoining the game.

While FIGS. 15 to 18 provide example displays relating to team formationaspects of the multi-player game, it should be understood that furtherdisplays may be provided as necessary in order to further facilitateteam formation, avatar selection of team member roles. Further, theexample displays in FIGS. 15 to 18 are shown in relation to a pirategame motif, where the team members occupy certain roles on a pirateship, with the ship being the single team avatar visible on largedisplay screen 425. It should be understood that other motifs or themesmay be used as the basis for multiplayer gaming, including team-basedparticipation. For example, a tank or plane of other form of vehicle maybe used for the avatar within a corresponding military or other battletheme.

Alternatively, the team members may operate as a team without sharing asingle avatar. For example, each team member may have a single avatarcorresponding to a soldier on a battlefield or a sportsman on a sportsfield. In such cases, the visual and functional form of the playeravatars may be dictated by their roles on the team.

Once the team has been formed, the avatar chosen and the multiplayergame begun, all of the avatars for each of the teams are displayed onlarge display screen 425, together with the avatar of any player whoelected to play as an individual. The avatars available for selection bysolo players may be different to those available to teams of players.For example, the avatars of solo players may be smaller and have lessoffensive or defensive capabilities than the team avatars.

Regardless of whether an avatar is representative of an individual or ateam, the avatar identification functions described above in relation toFIGS. 8 to 11 operate in the same way. Further, for team avatars, eachplayer may be visible on the team avatar according to the player'sposition or role within the team. Using the pirate ship exampleillustrated in FIGS. 15 to 18, a player may be shown to be manning acanon, for example by showing a small colored square or halo or otherindicator at a canon on the avatar corresponding to the team member'slocation on the team avatar. During game play, team members may be ableto view display 1800 on display screen 640 so that they can readilycheck their positions on the team avatar and can readily changepositions, if necessary.

During team play, each player's manipulations of his or her respectivehandheld game controller 135 are encoded by processor 605 in one or morepackets and transmitted to game server 110, which processes the actionsof each of the players in the team separately and as part of the team.

In order to manage the team play, game server 110 implements a serverside data structure, an example of which is shown in Table 6 below. Thedata structure comprises a team table for tracking all of the teams anda player table for tracking each player in the various teams. Each teamand player has its own record in the data structure. The records in theserver side data structure are updated frequently by game server 110. Acorresponding data structure (of reduced size) is maintained by eachhandheld game controller 135 or 1335 and used in communications withgame server 110.

TABLE 6 Server side data structure teamTable teamTotal number of teams*team1 pointer to team1 data structure *team2 pointer to team2 datastructure *** pointers to additional team structures player Table playerTotal number of players *player1 pointer to player1 data structure*player2 pointer to player2 data structure *** pointers to additionalplayer structures teamN N-team number teamLength length of team datastructure teamName team name teamLeader player ID of team leaderteamState open/closed teamVehicle vehicle teamPlayers number of playersin the team teamPlayerList list of players on the team *** additionalparameters as required by game playerN N-player number playerLengthlength of player data structure playerName player name playerTeam teamaffiliation or 0 = none playerPosition player's position in teamplayerRank player's rank among players playerScore player's scoreplayerNode ID number of handheld game controller used by player N ***additional parameters as required by game

The game server 110 and handheld game controllers 135 (or 1335)communicate with each other to facilitate team formation and to governand track progress of the game during play. Example algorithms performedby game server 110 are illustrated in Table 7 below in pseudocode. InTable 7, the term “node” refers to a handheld game controllermanipulated by a player who has registered to play the game.

TABLE 7 Server routines and related game controller functions ServerSide Routines Game Controller Function //arena polling function -continuously transfers //data between server and handheld game//controllers (nodes) ... also looks for new players //registering forthe game ServerLoop( ) { DO { //forever //send server game string to allattached nodes play the game //poll next vacant physical node number IF//the vacant node responds// -new node sends back an NewNodeThread(node#); acknowledge if it sees its ENDIF own physical node number } LOOP; }//thread started when a new player is registered NewNodeThread(node # ){ //assign a new node number to the controller InitNode( ); //get playername and add to playerTable InitPlayer( ); //allow new player to createor join a team activate create or join screen on controller -- displaycreate or join screen IF //player wants to create a new team (FIG. 15) -respond with CreateTeam( ); controller touch screen PickAvatar( );response. PickPosition( ); ELSE //player can join a team JoinTeam( );PickPosition( ); ENDIF } //routine communicates with the new controllerto //set-up its node ID InitNode( ) { -- Acknowledge with physicalassign controller logical node number node number send physical nodenumber + logical node -- store local copy of logical number node number} -- subsequent game query responses all use the logical node number.InitPlayer( ) { request player name from controller -- user inputs ASCIIname or ID create playerN data table - transmit to server allocatepointer to playerTable if player ID exists in database, prefill the rankand other information based on the player history. } CreateTeam( ) {request team name and setup info from --send team name. team leader'scontroller create teamN data table - save team leader ID allocate newentry in teamTable //allow players to join set timeOut for ~ 5???minutes -- while team is marked as open mark team as open players canjoin via the activate Form Team display on team leader's JoinTeam( )server routine. controller (Figure 16) DO { -- team leader controllershows - get requests to join team from Form Team display (FIG. 16).controllers - send requesting player ID and stats to Team Leadercontroller - IF team leader accepts -- team leader can accept or - addplayer info to teamN table deny join requests ENDIF } WHILE -- acceptedplayer displays (wait for: timeOut, player slots full, team partial FormTeam display leader terminates team creation) (cannot reject or accept -only mark team as closed. watch) } JoinTeam( ) { send list of open teamsto node -- respond with desired team wait for team request fromcontroller IF request granted (in team leader CreateTeam( ) function)THEN add player to teamN table send teamGranted message to node -- showpartial Form Team activate Form Team display on player display similarto FIG. 16 controller (cannot reject or accept - only ELSE watch) sendnotGranted message to node ENDIF } PickAvatar( ) { activate first avatarscreen on team - display avatar on team member controllers membercontrollers WHILE (team leader selects) - team leader can select {prev/next/select get team leader response IF response is prev : go backto previous avatar - display previous avatar on activate prev avatardisplay on team member controllers team controllers IF response is next:advance to next avatar activate next avatar - display next avatar onteam display on team controllers member controllers IF response isselect: add the avatar to teamN data structure } } PickPosition( ) {activate avatar position screen on team -- display avatar positionscreen member controller WHILE (player has not pressed start) { updateopen/filled positions -- display open/filled positions } -- send touchscreen response }

In another embodiment of the multiplayer game system, players areallowed to join the multiplayer game through a remote connection,without being located in the game arena. Such a multiplayer game systemis depicted in FIG. 19 and designated by reference numeral 1900. Inmultiplayer game system 1900, game server 110 communicates with handheldgame controllers 135 via communications controller 115 (not shown) aspreviously described in relation to FIGS. 1 to 4 and 13 and displays aprimary display of the multiplayer game on display system 125. Inaddition to receiving game input from handheld game controllers 135,game server 110 may receive game input from remote game controllers 1910located remotely from the game arena 120 and game server 110 over acommunications connection 1920 through a network 1930.

Remote game controllers 1910 may be desktop or laptop personal computersor video game consoles, for example. Remote game controllers 1910 havegame software 1940 installed and running thereon, in order to play themultiplayer game. Game software 1940 is downloaded from gamer server 110or administration server system 210 and installed on game controller1910 by a prospective player of the multiplayer game.

Each remote game controller 1910 has associated therewith a display1950, for example such as a television connected to the video gameconsole or as part of the desktop or laptop computer system, for viewingimages of the multiplayer game. In order that the images on display 1950are sufficiently current to enable real time play of the multiplayergame, the communications connection 1920 between game software 1940 andgame server 110 needs to be of a relatively high speed.

In response to game-related user input into remote game controllers1910, game software 1940 transmits data packets representative of thegame related commands arising from the user input to game server 110 vianetwork 1930. Game server 110 provides data packets in return to gamesoftware 1940 over network 1930 to update the game status and enablegame software 1940 to generate updated game images for display ondisplay 1950.

Multiplayer game system 1900 enables players to join in the multiplayergame from home or another location remote from the game arena 120 inwhich the multiplayer gaming mainly occurs. Players joining themultiplayer game through remote game controllers 1910 may join as soloplayers or may participate in a team. In one embodiment, playersmanipulating remote game controllers 1910 are only permitted to join thegame using a single avatar, rather than a shared avatar. Such playersmay form a team or alliance with other players but do not share a teamavatar. In such an embodiment, the game images viewed by the remoteplayer on display 1950 correspond to the view from the perspective ofthat player's avatar. This first person perspective is in contrast tothe global view of the multiplayer game visible on the large displayscreen 425 in game arena 120. Optionally, remote players manipulatingremote game controllers 1910 may be able to toggle between a firstperson perspective and a global view.

It should be understood that game server 110 may be implemented as aserver system having a large number of processors for handling thepotentially large number of players that may participate in themultiplayer game.

While a number of embodiments have been described separately above,having different features, functions or characteristics, it should beunderstood that many such features, functions or characteristics may beincorporated in various combinations into one or more embodiments otherthan those in relation to which such features, functions orcharacteristics were particularly described. Thus, all useful andfeasible combinations of any one or more such features, functions orcharacteristics are hereby specifically incorporated herein.

One aspect of the invention relates to a multi-player game systemcomprising: a game server configured to provide display signals fordisplaying a multi-player game and a game arena. The game arenacomprises: a display system having visual display means for displayingthe multi-player game in response to the display signals; a wirelesstransmitter in communication with the game server for transmitting gamedata signals within the game arena; a plurality of game controllersadapted to receive the game data signals from the wireless transmitterand to transmit command data signals corresponding to player inputcommands; and at least one wireless receiver in communication with thegame server for receiving the command data signals from the plurality ofgame controllers and communicating the command data signals to the gameserver; wherein the wireless transmitter is disposed in an upper part ofthe game arena and a transmission direction of the game data signalsfrom the wireless transmitter is generally toward the game controllers;and wherein the at least one wireless receiver is disposed in the gamearena generally away from the wireless transmitter.

Each of the game controllers preferably has a display screen fordisplaying game images related to the multi-player game. Each of thegame controllers preferably has input means for receiving player inputfrom a player in relation to the multi-player game. Preferably, the gamearena is at least partly defined by a large enclosure.

The input means may comprise a touch-sensitive screen. The input meansmay comprise a movement selection member and a plurality of buttons. Themovement selection member may be a joystick. The input means maycomprise a card reader for receiving player authentication data. Eachgame controller is preferably connected to a respective fixed structurewithin the game arena.

Each game controller preferably has a power supply located apart fromthe game controller, the power supply being electrically connected tothe game controller through a power supply cable and being mounted tothe fixed structure.

A further aspect of the invention relates to a multi-arena game systemcomprising: a plurality of multi-player game systems as described above;and an administration server in communication with the game server ofeach multi-player game system for controlling and monitoring theoperation of the plurality of multi-payer game systems.

The plurality of multi-player game systems may be located togetherwithin a single complex. Alternatively, one or more of the plurality ofmulti-player game systems may be located remotely from another one ormore of the plurality of multi-player game systems. The multi-arena gamesystem preferably comprises a master clock for synchronizingcommunications within the game arena of adjacent multi-player gamesystems.

A further aspect of the invention relates to a handheld game controllerfor a multi-player game, comprising: a display screen for displaying afirst display related to the multi-player game; player input means forreceiving game control input from a player of the multi-player game inrelation to a corresponding avatar of the multi-player game; processormeans for processing the game control input to generate first gamesignals and for generating the first display based at least in part onreceived second game signals; and a transceiver for transmitting thefirst game signals to a game server facilitating the multi-player gameto allow the game server to generate a second display of themulti-player game based in part on the first game signals and forreceiving the second game signals from the game server; wherein thesecond display includes the avatar and the player input means is useableby the player to control the avatar within the multi-player game.

Preferably, images of the first display are different from the images ofsecond display. The transceiver may be a wireless transceiver. The firstand second game signals are preferably respectively transmitted andreceived as first and second packet data. Each of the first and seconddata may comprise a checksum and an identifier of the game controller.The first and second packet data are transmitted during predeterminedtransmission periods.

The game controller preferably comprises output means for providingsensory output to the player. The output means preferably provides atleast one of a vibratory, visual and auditory output. The output meanspreferably comprises at least one speaker and the display screen. Theinput means preferably comprises a touch-sensitive screen. The inputmeans preferably comprises a movement selection member and a pluralityof buttons. The movement selection member is preferably a joystick. Theinput means preferably comprises a card reader for receiving playerauthentication data.

The game controller preferably comprises a casing housing the displayscreen, the player input means, the processor means and the transceiver,and a power source, the power source being located apart from thecasing. The game controller is preferably connected to a fixedstructure. A tether preferably connects each game controller to thefixed structure. The tether may comprise a rigid connecting arm movablebetween a playing position and a stowed position. Alternatively, thetether comprises a flexible retractable cable. The casing preferably hasleft and right grips disposed at respective left and right lateral endsof the casing when the casing is held in a lateral orientation. Thedisplay screen is preferably disposed intermediate the left and rightgrips. Buttons are preferably disposed on the casing along an edge ofthe display screen.

A further aspect of the invention relates to a method of playerregistration for playing a multi-player game, comprising: receiving apayment authorization code from each prospective player of themulti-player game at a respective one of a plurality of handheld gamecontrollers; validating the payment authorization code; sending thepayment authorization code to a game server that facilitates themulti-player game; processing the payment authorization code todetermine an account corresponding to the payment authorization code,the account being useable for paying for the multi-player game; debitingthe account for a predetermined amount; registering the prospectiveplayer as a player of the multi-player game; and unlocking the onehandheld game controller for use by the player for playing themulti-player game.

The method may further comprise, after the step of unlocking,downloading game software from the game server to the one handheld gamecontroller to enable the player to participate in the multi-player gameby manipulating the handheld game controller.

The method may be performed by a multi-player game system having adisplay screen arranged in a game arena and the multi-player game isdisplayed to players on the display screen. The game arena preferablyincludes the plurality of handheld game controllers, the display screenand communication means for enabling the handheld game controllers tocommunicate with the game server. The method preferably furthercomprises encrypting the payment authorization code before sending it tothe game server and decrypting the encrypted payment authorization codebefore the step of processing.

In one embodiment, before the step of receiving, game software isdownloaded from the game server to the one handheld game controller toenable the player to participate in the multi-player game bymanipulating the handheld game controller.

A further aspect of the invention relates to a method of conducting amulti-player game, comprising: receiving at a game server a plurality ofregistration requests from respective game controllers manipulated byprospective players of the multi-player game; processing theregistration requests to register eligible prospective players asregistered players of the multi-player game; adding registered players,up to a predetermined number of players, to the multi-player game;beginning the multi-player game; removing one or more registered playersfrom the multi-player game in response to one or more predetermined gameremoval events; adding one or more registered players to themulti-player game following the step of removing, so that the number ofregistered players added to the multi-player game does not exceed thepredetermined number of players; and ending the multi-player game inresponse to one or more predetermined game end events.

The method preferably further includes displaying the multi-player gameon a large display screen in a game arena housing the game controllersand the registered players. The game server and the game controllerspreferably communicate via wireless communication means. The methodpreferably comprises allowing registered players to form a team ofplayers and to participate in the multi-player game as a team. Each gamecontroller preferably includes input means and the registration requestsare generated based on input received via the input means. The gamecontrollers are preferably handheld computing devices and the inputmeans comprise a card reader and a touch screen.

A further aspect of the invention relates to a method of facilitatingteam play in a multi-player game, comprising: providing in a game arenaa plurality of handheld game controllers having input means forreceiving player input from a respective plurality of players and afirst display screen for displaying game-related images; providing agame server in communication with the plurality of handheld gamecontrollers for receiving first signals from each handheld gamecontroller and for transmitting second signals for the handheld gamecontrollers, the first signals corresponding at least in part to playerinput received at the respective handheld game controller; receiving atthe game server a team creation request from a first handheld gamecontroller in response to player input from a first player; creating ateam entry in a team table maintained by the game server in response tothe team creation request; adding a player entry for the first player tothe team entry; receiving at the game server a team join request from asecond handheld game controller in response to player input from asecond player; adding a player entry for the second player to the teamentry; forming a team based on the team entry; starting the multi-playergame; and causing game images of the multi-player game to be displayedon a display screen visible to players in the game arena, the gameimages comprising a plurality of avatars controlled at least in part bythe player input.

The game server and the handheld game controllers preferably communicatevia wireless communication means. The handheld game controllerspreferably each have a display screen for displaying related imagesrelated to the multi-player game and the method further comprisesdisplaying the related images in response to the player input.Preferably at least one of the avatars corresponds to the team and is atleast partly controllable in response to player input from players addedto the team entry.

Preferably, after step f), the game server transmits an authorizationrequest to the first player in response to the team join request andstep g) is only performed if a team join authorization is received bythe game server from the handheld game controller of the first player.The game server preferably performs steps f) and g) until the gameserver determines that the team is complete.

The game server may determine that the team is complete in response toplayer input from the first player. The game server may alternativelydetermine that the team is complete if the game server determines that ateam formation period has expired. The game server may alternativelydetermine that the team is complete when the number of player entriesadded to the team entry reaches a predetermined maximum player limit forthe team.

The method preferably comprises allowing players in the team to select aplayer position in the team.

Various modifications or variations of the described embodiments may beapparent to those skilled in the art without departing from the spiritand scope of the present invention and all such modifications orvariations are considered to fall within the spirit and scope of thepresent invention.

The invention claimed is:
 1. A multi-player game system comprising: agame server configured to run a game software to facilitate amulti-player game, the game server further configured to provide displaysignals for displaying the multi-player game; a display system havingprimary display means, the display system being configured to provide aprimary game display of the multi-player game on the primary displaymeans in response to the display signals; and a communication controllerfor enabling communication between the game server and a plurality ofhandheld game controllers located in proximity to the primary displaymeans such that the primary display means is visible to game playersmanipulating respective handheld game controllers, each handheld gamecontroller comprising secondary display means and input means comprisinga touch-sensitive layer overlaid on the secondary display means to forma touch-screen; wherein the game server is configured to download a gamesoftware module to each handheld game controller prior to initiation ofthe multi-player game, wherein each game software module enables: thecorresponding handheld game controller to provide a secondary gamedisplay on the secondary display means, the secondary game displayincluding a first area corresponding to a first function; and a firstportion of the touch-sensitive layer overlying the first area to becomeactive to enable participation in the multi-player game by thecorresponding game player, and wherein the secondary game displayenabled by the game software module is complementary to the primary gamedisplay.
 2. The system of claim 1, wherein the game software moduleenables the corresponding handheld game controller to process a playerinput selecting the first function by touching the first portion.
 3. Thesystem of claim 1, wherein the game software module, in response to aplayer input selecting the first function by touching the first portion,enables: the corresponding handheld game controller to provide thesecondary game display including a second area corresponding to a secondfunction, and a second portion of the touch-sensitive layer overlyingthe second area to become active.
 4. The system of claim 1, wherein thegame software module enables, in response to a player input selectingthe first function by touching the first portion, the first portion ofthe touch-sensitive layer to become inactive on the correspondinghandheld game controller.
 5. The system of claim 4, wherein the gamesoftware module enables the corresponding handheld game controller to,in response to the player input, change the first area of the secondarygame display.
 6. The system of claim 1, wherein the game software moduleenables, in response to a player input selecting the first function bytouching the first portion, the first area to correspond to a secondfunction on the corresponding handheld game controller.
 7. The system ofclaim 6, wherein the game software module enables the correspondinghandheld game controller to, in response to the player input, change thefirst area of the secondary game display.
 8. The system of claim 1,wherein the game server is configured to receive at least one packetcorresponding to the first function from a first one of the handheldgame controllers, the at least one packet generated by the firsthandheld game controller according to the game software module inresponse to a player input selecting the first function by touching thefirst portion.
 9. The system of claim 8, wherein the game server isconfigured to transmit game data to a second one of the handheld gamecontrollers in response to receiving the at least one packet, the gamedata being processable by the second handheld game controller using thegame software module to: provide the secondary game display at thesecond handheld game controller including a second area corresponding toa second function; and activate a second portion of the touch-sensitivelayer of the input means at the second handheld game controlleroverlying the second area to enable participation in the multi-playergame by a second corresponding game player of the second handheld gamecontroller.
 10. A multi-player game system comprising: a game serverconfigured to run a game software to facilitate a multi-player game, thegame server further configured to provide display signals for displayingthe multi-player game; a display system having primary display means,the display system being configured to provide a primary game display ofthe multi-player game on the primary display means in response to thedisplay signals; a plurality of handheld game controllers located inproximity to the primary display means such that the primary displaymeans is visible to game players manipulating respective handheld gamecontrollers, each handheld game controller comprising secondary displaymeans and input means comprising a touch-sensitive layer overlaid on thesecondary display means to form a touch-screen; and a communicationcontroller for enabling communication between the game server and eachhandheld game controllers; wherein the game server is configured todownload a game software module to each handheld game controller priorto initiation of the multi-player game, wherein each game softwaremodule enables: the corresponding handheld game controller to provide asecondary game display on the secondary display means, the secondarygame display including a first area corresponding to a first function;and a first portion of the touch-sensitive layer overlying the firstarea to become active to enable participation in the multi-player gameby the corresponding game player, and wherein the secondary game displayenabled by the game software module is complementary to the primary gamedisplay.
 11. The system of claim 10, wherein the game software moduleenables the corresponding handheld game controller to process a playerinput selecting the first function by touching the first portion. 12.The system of claim 10, wherein the game software module, in response toa player input selecting the first function by touching the firstportion, enables: the corresponding handheld game controller to providethe secondary game display including a second area corresponding to asecond function, and a second portion of the touch-sensitive layeroverlying the second area to become active.
 13. The system of claim 10,wherein the game software module enables, in response to a player inputselecting the first function by touching the first portion, the firstportion of the touch-sensitive layer to become inactive on thecorresponding handheld game controller.
 14. The system of claim 13,wherein the game software module enables the corresponding handheld gamecontroller to, in response to the player input, change the first area ofthe secondary game display.
 15. The system of claim 10, wherein the gamesoftware module enables, in response to a player input selecting thefirst function by touching the first portion, the first area tocorrespond to a second function on the corresponding handheld gamecontroller.
 16. The system of claim 15, wherein the game software moduleenables the corresponding handheld game controller to, in response tothe player input, change the first area of the secondary game display.17. The system of claim 10, wherein the game server is configured toreceive at least one packet corresponding to the first function from afirst one of the handheld game controllers, the at least one packetgenerated by the first handheld game controller according to the gamesoftware module in response to a player input selecting the firstfunction by touching the first portion.
 18. The system of claim 17,wherein the game server is configured to transmit game data to a secondone of the handheld game controllers in response to receiving the atleast one packet, the game data being processable by the second handheldgame controller using the game software module to: provide the secondarygame display at the second handheld game controller with a second areacorresponding to a second function; and activate a second portion of thetouch-sensitive layer of the input means at the second handheld gamecontroller overlying the second area to enable participation in themulti-player game by a second game player of the second handheld gamecontroller.
 19. A method of facilitating a multi-player game, the methodcomprising: providing a game server configured to run a game software tofacilitate the multi-player game; providing, by the game server, displaysignals for displaying a primary game display of the multi-player gameon a primary display means; and downloading, from the game server, agame software module to a plurality of handheld game controllers, eachhandheld game controller comprising secondary display means and inputmeans comprising a touch-sensitive layer overlaid on the secondarydisplay means to form a touch-screen; wherein each game software moduleenables: the corresponding handheld game controller to provide asecondary game display on the secondary display means, the secondarygame display including a first area corresponding to a first function;and a first portion of the touch-sensitive layer overlying the firstarea to become active to enable participation in the multi-player gameby the corresponding game player, and wherein the secondary game displayenabled by the game software module is complementary to the primary gamedisplay.
 20. The method of claim 19, wherein the game software moduleenables the corresponding handheld game controller to process a playerinput selecting the first function by touching the first portion toenable the first function.
 21. The method of claim 19, wherein the gamesoftware module, in response to a player input selecting the firstfunction by touching the first portion, enables: the correspondinghandheld game controller to provide the secondary game display includinga second area corresponding to a second function, and a second portionof the touch-sensitive layer overlying the second area to become active.22. The method of claim 19, wherein the game software module enables, inresponse to a player input selecting the first function by touching thefirst portion, the first portion of the touch-sensitive layer to becomeinactive on the corresponding handheld game controller.
 23. The methodof claim 22, wherein the game software module enables the correspondinghandheld game controller to, in response to the player input, change thefirst area of the secondary game display.
 24. The method of claim 19,wherein the game software module enables the corresponding handheld gamecontroller to, in response to a player input selecting the firstfunction by touching the first portion, provide the secondary gamedisplay with the first area corresponding to a second function.
 25. Themethod of claim 24, wherein the game software module enables thecorresponding handheld game controller to, in response to the playerinput, change the first area of the secondary game display.
 26. Themethod of claim 19, wherein: the game software module enables thecorresponding handheld game controller to, in response to the selectionof the first function, generate at least one packet corresponding to thefirst function; and the game server receives the at least one packet.27. The method of claim 26, further comprising: transmitting, by thegame server, game data to a second one of the handheld game controllersin response to receiving the at least one packet; and wherein the gamesoftware module enables the second handheld game control to process thegame data to provide the secondary game display at the second handheldgame controller with a second area corresponding to a second function,and to activate a second portion of the touch-sensitive layer of theinput means at the second handheld game controller overlying the secondarea to enable participation in the multi-player game by thecorresponding game player of the second handheld game controller.